Techniques
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Techniques
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Techniques
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Techniques
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Techniques
Advancement
Actions
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Styles
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Styles
Actions
Gear
Styles
Character
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Actions
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Techniques
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
 Build
Pts 0 / 0
 Job
Pts 0 / 0
 Standard
Pts 0 / 0
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Equipped Gear Techniques
Head Gear
Head Gear
Head Gear
Equipped Techniques
Light Helmet
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15
Evasion decreases by -1
Heavy Helmet
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15
Armor increases by 2
Evasion decreases by -1
Reflex decreases by -1
Etherlink Headset
Swift Action; 1 Willpower
No Check; Range: 50 miles; 1 Target
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Requirements: The target must be another Etherlink which you know the frequency ID.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hears a message you speak.
,
Face Gear
Face Gear
Face Gear
Equipped Techniques
Darkvision Goggles
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can see in the dark out to 10 spaces.
,
Chest Gear
Chest Gear
Chest Gear
Equipped Techniques
Light Breastplate
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15
Armor increases by 4
Evasion decreases by -1
Reflex decreases by -1
Base Speed decreases by -1
Heavy Breastplate
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 30
Armor increases by 6
Evasion decreases by -4
Reflex decreases by -4
Base Speed decreases by -1
,
Arm Gear
Arm Gear
Arm Gear
Equipped Techniques
Light Vambraces
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Armor increases by 2
Evasion decreases by -1
Heavy Vambraces
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Armor increases by 3
Evasion decreases by -2
Reflex decreases by -1
,
Leg Gear
Leg Gear
Leg Gear
Equipped Techniques
Light Greaves
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15
Armor increases by 2
Evasion decreases by -1
Reflex decreases by -1
Heavy Greaves
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 30
Armor increases by 4
Evasion decreases by -2
Reflex decreases by -2
Base Speed decreases by -1
,
Foot Gear
Foot Gear
Foot Gear
Equipped Techniques
Armored Boots
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 15
Evasion decreases by -1
Job Techniques
Fighter
Fighter
Fighter
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fighter Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 30 + [Character Rank x 25]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Heal Value increases by 10 + [Character Rank x 2]
Wild Swing
Reaction Action; 1/Round
No Check; 1 Target
Traits: None
Trigger: You deal damage using a melee attack.
You strain your body with your impact, harming both you and your opponent.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + 1 Weapon damage
1d3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Wind
Swift Action; 1/Round
No Check;
Traits: None
You take a breath and refocus your senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
Heal 1 + [Character Rank x 2] Hit Points
Fast Healing
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You have HP damage and receive HP healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Power] Hit Points
Fighter's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shrug It Off
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
Heal [Character Rank x 2] Hit Points
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Healing
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You have HP damage and receive HP healing.
There's nothing more invigorating than healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Power] Hit Points
Target gains 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Undaunted
Swift Action; 1/Conflict; 4 EN; 1 Boon
No Check;
Traits: None
You ignore the effects of a wound for a short duration, allowing you to persevere in battle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Target loses the Downed Status
Definitions: Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Second Wind II
Swift Action; 1/Round; 3 EN
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
If target has a surge, they must spend one and heal 5 + [Heal Value] Hit Points
,
Sentinel
Sentinel
Sentinel
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sentinel Discipline
Passive Action
No Check
Traits: None
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 20 + [Character Rank x 20]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 4
Notice increases by 2 + [Character Rank]
Savior
Reaction Action; 1/Round
No Check; Range: 1-3; 1 Target
Traits: None
Trigger: A character in range is targeted by a melee attack.
You put yourself in harm's way and redirect an attack to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The triggering defending character free moves 1 space and you enter the defending character's space.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defender's Strike
Reaction Attack; 1/Round
Skirmish; Range: 1; 1 Target
Traits: None
Trigger: You take damage.
Requirements: You may choose to not have a target.
You retaliate at the aggressor with a swing of your own.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + [Power] Weapon damage
Sentinel's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Savior's Reposition
Reaction Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Trigger: You use the Savior Technique.
Requirements: The target must be the defending character of your Savior technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 4 spaces.
Ally Guard
Swift Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
The Shielded condition automatically ends if the target moves away from you.
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Intercepting Dash
Reaction Action; 1/Round
No Check; Range: 1-3; 1 Target
Traits: None
Trigger: A character moves within the range of this technique.
Before the target completes their move, you move next to them, causing them to be engaged with you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You are Pulled 3 spaces towards the triggering character.
Target gains 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Physicalward
Reaction Action; 1/Round; 2 EN; 1 Boon
No Check
Traits: None
Trigger: You are the target of an Attack technique but before damage is resolved.
You brace yourself for the incoming attack, becoming energized for future volleys.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Force damage
Against the triggering effect, Target gains [Character Rank x 10] Resistance against Piercing damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Increased Savior
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Savior Technique limit is now 2/Round.
,
Bulwark
Bulwark
Bulwark
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bulwark Discipline
Passive Action
No Check
Traits: None
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 20 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Artistry is set to 3
Brace increases by 4 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Lasting Creations
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, both the maximum duration the technique can be focused on and the duration the material will last increases to 1 hour.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Focus Material
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] and [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mold Cover
Reaction Action; 1/Round
Conjure; Range: 1-3; Object 1
Traits: None
Trigger: A character in range is targeted by a melee attack and are adjacent to a structure you have created and are focusing on by using a [Materialize] technique.
Requirements: The target must be a structure you are focusing on that is adjacent to the triggering character.
You shield your ally by pulling a piece of your creation into the line of fire.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Hit Points
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The attacking character must instead attack the triggering structure.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Bulwark's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Permanent Creations
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, you can pay half of the material cost in gold to make the material permanent by infusing gold into the structure of the material.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Solidify
Reaction Action; 1/Round
Conjure; Range: 1-3;
Traits: None
Trigger: You use a [Materialize] technique to create an object.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's current and max HP increases by an amount equal to 3 x your Character Rank.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
The target's current and max HP increases by an amount equal to 5 x your Character Rank.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Maintenance
Reaction Action
No Check; Range: 1-5; Object 1
Traits: None
Trigger: You maintain focus on a [Materialize] technique.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Artistry] Hit Points
You gain 1 EN
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Remake Conjury
Reaction Action; 1/Conflict; 2 EN; 1 Boon
No Check
Traits: None
Trigger: You end focus on a [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Immediately use the same technique, ignoring its action and resource costs.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
,
Warden
Warden
Warden
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warden Discipline
Passive Action
No Check
Traits: None
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 20 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Base Speed increases by 1
Ethereal Mantle
Swift Action; 1/Round
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain a mantle. The mantle has HP equal to 5. When you take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [3 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ally Mantle
Swift Action; 1/Round
Enchant; Range: 1-3; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to 5. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [3 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Warden's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reprisal Ward
Reaction Action; 1/Round; 2 EN
Enchant; Range: 1-4; 1 Target
Traits: None
Trigger: A mantle you've created takes damage from a melee attack.
Requirements: The target must be the character that attacked your mantle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Energy damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
The target takes HP damage equal to the damage the mantle absorbed. Any damage over the mantle's HP is ignored in this way.
Mantle Shielding
Reaction Action; 1/Round
No Check; Range: 1-4
Traits: None
Trigger: A mantle you've created is destroyed by damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any damage not taken by the mantle is halved.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Healing Ward
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: A mantle you've created takes damage from an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2 Hit Points
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Great Mantle
Swift Action; 1/Round; 1 Boon
Enchant; Range: 0-3; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to [5 x your Character Rank]. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any damage not taken by the mantle is ignored.
DC 16
DC 16
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [5 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
,
Hunter
Hunter
Hunter
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hunter Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 25 + [Character Rank x 15]
Accuracy is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Assign Quarry
Swift Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your quarry for the next 5 minutes. You can only have one character assigned as your quarry at one time. Assigning a character as your quarry allows you to use certain techniques that require a quarry.
Hunter's Mark
Reaction Attack; 1/Round
No Check; Range: 2-6; 1 Target
Traits: None
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
You know how to pinpoint the weaknesses of your mark.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3 + [Character Rank] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Shot
Reaction Attack; 1/Round
Shoot; Range: 2-6; 1 Target
Traits: None
Trigger: An ally uses an Attack on your Quarry.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Weapon damage
Hunter's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seek Prey
Quick Action
Search; Range: 1-6; 1 Target
Traits: None
Requirements: Your target must be your Quarry and they must be hidden.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +2 Advantage on this skill check.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Pinpoint
Swift Action; 1/Round; 1 EN
No Check
Traits: None
You focus your aim for a precise shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next Shoot-skill Technique you use has Armor-Piercing.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bloodseeker
Reaction Attack; 1/Round
No Check; Range: 2-6; 1 Target
Traits: None
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hindered Status
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wildmark
Reaction Attack; 1/Round; 1 EN; 1 Boon
Shoot; Range: 2-6; 1 Target
Traits: None
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Weapon damage
,
Sniper
Sniper
Sniper
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniper Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Accuracy is set to 3
Warding increases by 5 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Veilbreak Sight
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You receive no penalties when attacking through Soft Cover and you may target creatures using Soft Cover to remain Hidden.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Longshot
Swift Action; 1/Round; 1 EN
No Check
Traits: None
You focus your aim for a distant shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You may increase the maximum range of the next Shoot-skill Technique you use by up to 3.
Sniper's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
High Ground Range
Swift Action
No Check; Range: 2-12; 1 Target
Traits: None
Requirements: You must be at least 2 spaces higher in elevation than the chosen target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may increase the maximum range of the next Shoot-skill Technique you use on the target by up to 2.
Farstrike
Reaction Attack; 1/Round
No Check; Range: 2-12; 1 Target
Traits: None
Trigger: You use an Attack Technique at its maximum range.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank x 2] Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Longshot Surge
Reaction Attack; 1/Round
No Check; Range: 2-12; 1 Target
Traits: None
Trigger: You use an Attack Technique at its maximum range.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hindered Status
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Deadeye
Swift Attack; 1/Round; 3 EN; 1 Boon
No Check; Range: 5-12; 1 Target
Traits: None
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
,
Trooper
Trooper
Trooper
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Trooper Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Accuracy is set to 3
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Fortitude increases by 2 + [Character Rank]
Assign Overwatch
Swift Action; 1/Round
No Check; Range: 2-6; Blast 1
Traits: None
You watch over an area for any mobility.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
Quickdraw Instinct
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a quick action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warning Shot
Reaction Attack; 1/Round
No Check; Range: 2-6; 1 Target
Traits: None
Trigger: A character voluntariliy moves into your overwatch.
Requirements: The target must be the triggering character.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
You fire a quick warning shot to stop them in their tracks.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Trooper's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulldraw Instinct
Full Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a full action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Assign L. Overwatch
Swift Action; 1/Round
No Check; Range: 2-6; Blast 2
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
EN Warning Shot
Reaction Attack; 1/Round
No Check; Range: 2-6; 1 Target
Traits: None
Trigger: A character voluntariliy moves into your overwatch.
Requirements: The target must be the triggering character.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blackwatch
Reaction Attack; 1/Round; 3 EN; 1 Boon
No Check; Range: 2-6; 1 Target
Traits: None
Trigger: A character voluntariliy moves into your overwatch.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
,
Warmage
Warmage
Warmage
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Warmage Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Accuracy is set to 3
Artistry is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Sculpt Spell
Reaction Action
No Check; Range: 1-6; 3 Targets
Traits: None
Trigger: You target multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
You shield your allies with ether to prevent them from taking damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your skill check automatically fails against the selected targets.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spellshielding
Reaction Action; 1/Round; 1 EN
No Check; Range: 1-6; 1 Target
Traits: None
Trigger: You target multiple characters with a single technique. This can trigger before you trigger Sculpt Spell.
Requirements: The target must be among the triggering characters.
You use ether you use to protect allies to also shield them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Warmage's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The Target gains +1 Advantage on their next Attack roll.
You gain 1 EN
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enlarge Spell
Swift Action; 1/Round; 1 EN
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next technique you use that has a target of Blast has its size increased by 1. The technique must not have the [Focus] trait.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Arcane Impact
Reaction Action; 1/Round
No Check; Range: 1-6; 3 Targets
Traits: None
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The target must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1 + [Character Rank] Energy damage
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Arcane Burstspike
Reaction Action; 1/Round; 2 EN; 1 Boon
No Check; Range: 1-6; 3 Targets
Traits: None
Trigger: You deal damage to multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + [Artistry] Energy damage
,
Rogue
Rogue
Rogue
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rogue Discipline
Passive Action
No Check
Traits: None
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 20]
Power is set to 3
Brace increases by 2 + [Character Rank]
Reflex increases by 5 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Evasion increases by [Character Rank]
Hide increases by 5 + [Character Rank]
Sneak Attack
Swift Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You know how to strike subtly and exploit a foe’s distraction.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Character Rank x 2] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cover
Reaction Action; 1/Round
No Check
Traits: None
Requirements: You enter a space where you can hide.
You find it exceptionally easy to hide.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Rogue's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Disengage
Reaction Action; 1/Round
No Check
Traits: None
Trigger: You become engaged to a character.
It's difficult to keep you locked down.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Engaged Status
You may immediately move a number of spaces up to your Base Move.
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slip Past
Reaction Action; 1/Round
No Check
Traits: None
Trigger: You lose the Engaged status.
Nothing more exhilerating than pulling off a quick maneuver.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, your movement does not cause you to gain the Engaged status.
Target gains 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Assassinate
Swift Action; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; 1 Target
Traits: None
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sneak Attack II
Swift Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Your sneak attacks are especially dangerous.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 Weapon damage
,
Brawler
Brawler
Brawler
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Brawler Discipline
Passive Action
No Check
Traits: None
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 50 + [Character Rank x 20]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Heal Value increases by 10 + [Character Rank x 5]
Bullet Punch
Swift Attack; 1/Round
Grappling; Range: 1; 1 Target
Traits: None
You make a quick jab.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Strike
Reaction Attack; 1/Turn
Grappling; Range: 1; 1 Target
Traits: None
Trigger: An adjacent character gains the Hindered condition.
You take advantage of a momentary distraction to swing at the foe's flank.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Brawler's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reactive Block
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You take HP damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Follow-Up Step
Reaction Action; 1/Round
No Check
Traits: None
Trigger: You inflict the Hindered Condition.
You maneuver into a new position.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Target gains 1 EN
Definitions:
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reactive Reposition
Reaction Action; 1/Round; 1 EN
Grappling; Range: 1; 1 Target
Traits: None
Trigger: You become Engaged with a character.
Your quick maneuers will find your foes in your position.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
You and the target swap places. After the swap, you may move up to 3 spaces.
,
Kineticist
Kineticist
Kineticist
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kineticist Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Accuracy
Brace increases by 2 + [Character Rank]
Def_Warding
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Kinetic Motion
Reaction Action
No Check
Traits: None
Trigger: You deal damage to a character.
You build ki with your attacks to rapidly move.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 Move Charge.
Rapid Redraw
Reaction Action
No Check
Traits: None
Trigger: You throw a Bulk 15 or lighter item.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may immediately draw a Bulk 15 or lighter object that is on your person.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Anti-Air Shot
Reaction Attack; 1/Turn
Kinesis; Range: 2-3; 1 Target
Traits: None
Trigger: A character moves through the air.
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You immediately launch an object at those approaching from above where you can get a clear shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Kineticist's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Step
Reaction Action; 1/Round
No Check
Traits: None
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Ki Dodge
Swift Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Dodge Status
Definitions: Dodge
Dodge
Condition Your Evasion defense increases by 12 vs. the next Attack made against you. This triggers even if the attack does not target Evasion. This status ends as soon as this status is triggered or at the end of the round.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Rush
Reaction Attack; 1/Round
No Check
Traits: None
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Target gains 1 EN
Definitions:
,
Retaliatory Burst
Reaction Attack; 1/Round
Kinesis; Burst 3
Traits: None
Trigger: You gain the Engaged status.
You release a burst of ki around you as an enemy approaches.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2 + [Character Rank] Force damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ki Volley
Swift Attack; 1/Round; 2 EN; 1 Boon
Kinesis; Range: 0; Cone 3
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Character Rank] Force damage
,
Labourer
Labourer
Labourer
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Labourer Discipline
Passive Action
No Check
Traits: None
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 50 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Accuracy is set to 3
Brace increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Fortitude increases by 2 + [Character Rank]
Long Haul
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you are asked to make an Physique skill check for the purposes of sustained effort, you do so with +2 Advantage.
Pick Up Labour
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Interact technique increases its limits to 4/Round.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reserved Focus
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Labourer's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lasting Focus
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain a focus effect for up to 2 hours.
Efficient Labour
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When gathering resources, a labourer gathers double the normal amount of resources.
Damage Guard
Swift Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Free Energy
Swift Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Reserved Energy
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: Your Energy drops to 1 or less.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unfailing Endurance
Reaction Action; 1/Day; 1 Boon
No Check;
Traits: None
Trigger: You fail a Physique skill check versus a flat DC.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat your skill check as if you rolled a 12.
Definitions: Flat DC
Flat DC
A flat DC is a term used to represent a DC that is a consistent DC and is not in opposition to a character.
,
Bard
Bard
Bard
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bard Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Rally
Swift Action; 1/Round
Inspire; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rebound Will
Reaction Action; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Traits: None
Trigger: A character's WILL is reduced to zero but before they trigger a Will Break.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is reduced to 1 WILL instead.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Bard's Focus
Quick Action; 2/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Rally
Swift Action; 1/Round; 3 EN
Inspire; Range: 1-5; 5 Targets
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Rally
Reaction Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Trigger: You grant a target +1 advantage to a skill check.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bardic Boon
Quick Action; 1/Conflict; 1 Boon
Inspire; Range: 1-5; 1 Target
Traits: None
Your inspiring pressence grants them the inspiration to act.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains their Impulse Boon.
DC 16
DC 16
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 EN
,
Medic
Medic
Medic
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Fortitude increases by 4 + [Character Rank]
First Aid
Quick Action
No Check; Range: 1; 1 Target or Self
Traits: None
Req. Tool Traits: Medkit
Medkit
Item Trait A box full of supplies for the purposes of treating injuries.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Emergency Care
Reaction Action; 1/Round; 1 EN
No Check; Range: 1; 1 Target or Self
Traits: None
Trigger: A character takes damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You heal up to half of the damage taken.
Medic's Focus
Quick Action; 2/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rapid Treatment
Swift Action; 1/Round; 2 EN
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Medic's Expertise
Reaction Action
No Check; Range: 1-3; 1 Target or Self
Traits: None
Trigger: You provide HP healing with a technique and the target had HP damage.
Requirements: The target must be the creature you heal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank] Hit Points
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Benediction
Quick Action; 1/Round; 5 EN; 1 Boon
No Check; Range: 1; 1 Target or Self
Traits: None
Req. Tool Traits: Medkit
Medkit
Item Trait A box full of supplies for the purposes of treating injuries.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Heal Value] Hit Points
Target loses all conditions of your choice
Definitions:
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rhapsody
Full Action; 1/Round; 3 EN; 1 Boon
No Check; Range: 1; 1 Target or Self
Traits: None
Req. Tool Traits: Medkit
Medkit
Item Trait A box full of supplies for the purposes of treating injuries.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Gain 1 Vitality
Target loses the Downed Status
Definitions: Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
,
Spellwright
Spellwright
Spellwright
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spellwright Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3
Artistry is set to 3
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Focus Resonant
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] and [Resonator] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shaped Conversion
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Transmute] or [Resonator] technique, you may treat the technique as if it also has the [Materialize] trait. Instead of targetting an existing material, you create material to replicate the effects in the target area.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
, Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Spellwright's Focus
Quick Action; 2/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quicken Craft
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When crafting a blueprint, treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Unshape
Reaction Action; 1/Round
Shape; Range: 1-5; Object 1
Traits:
Trigger: You use a [Dust] technique on an object.
Requirements: The target must be the triggering object.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Artistry] Energy damage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
1d6 Energy damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Memorize Shape
Passive Action
No Check
Traits: None
You impart the memory of the object into the dust so that it can easily reposition itself when remade.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you [Dust] an object, you may choose to memorize all of the details of the object. The object must fit within a 5 foot cube.
Once within the next week, you may recreate the object in precise detail as long as you use the exact same dust that was used to create the object.
You may keep the memory of up to two objects at a time in this way.
Definitions:
Maintain Transmute
Reaction Action
No Check; Range: 1-3;
Traits: None
Trigger: At round start you have an active [Focus] and [Transmute] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
You gain 1 EN
Definitions: Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quickcraft II
Swift Action; 1 Boon
Shape; Range: 1
Traits: Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Treat a successful skill check as if it progresses the crafting time by 3 instead of 1.
,
Scholar
Scholar
Scholar
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Scholar Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Recall is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by 2 + [Reason] + [Character Rank]
Factual Reasoning
Quick Action
No Check
Traits: None
You easily back your claims with evidence and research.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose a non-General lore that you have ranks in.
Until the end of the conflict, You have +1 advantage on all Rationalize-skill Technique skill checks as long as you can incorporate this lore as part of your use of the technique. It is up to your GM whether you have successfully incorporated a statement.
Each time you use this Technique you may select a new lore. This replaces the previous use of the Technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Rebuttal
Reaction Action; 1/Round
Rationalize; Range: 1-5; 1 Target
Traits: None
Trigger: A character makes a Rationalize skill check to pass off a lie or inaccuracy as fact.
Requirements: The target must be the triggering character.
Your quick rebuttal shuts down their attempts at deception.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target instead fails their skill check. Any effects of the technique reliant on passing the skill check fail.
Scholar's Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Point of Clarity
Reaction Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Requirements: A character fails a lore skill check and you are also trained in the skill.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may attempt the same skill check but with +1 advantage.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Teacher
Reaction Action; 1/Round
No Check
Traits: None
Trigger: When you've successfully taken advantage of Factual Reasoning to gain its effects.
Your ability to weave in your expertise into conversation is exciting.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change the non-Generic lore your Factual Reasoning targets.
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
As You May Recall
Reaction Action; 1/Day; 1 Boon
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You declare a flashback scene. The scene cannot be more than 1 minute long and having happened no more than a day's time. The scene may show you having prepared for an outcome. This may come in the form of having purchased/acquired a necessary item or having gathered information related to the present.
This flashback must be possible in accordance to established events. The GM may declare you need to perform a skill check to have the scene occur. The GM is the final arbiter of whether a flashback can be established and what the consequences are.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Eclectic Knowledge
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You have +1 advantage on all Lore Skill checks.
,
Tactician
Tactician
Tactician
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tactician Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Base Speed increases by 1
Planned Movement
Reaction Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Trigger: A character starts their turn or ends their movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The character may Dash once as a swift action.
Ready For Action
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If you start a conflict with 0 EN, start with 1 EN instead.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defensive Plan
Swift Action; 1/Round; 1 EN
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Commanding Action
Quick Action; 1/Round
Analyze; Range: 1-3; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to [Move Charge] spaces.
Target gains [Stride Roll] Move Charge.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
You allow another character to use a Quick-action Technique.
Definitions:
,
,
Tactician's Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Saw That Coming
Reaction Action
Analyze
Traits: None
Trigger: When initiative is rolled and you are surprised.
It's difficult to surprise you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may participate during the surprise round.
Emergency Positions
Reaction Action; 1/Round; 2 EN
No Check; Range: 1-3; 1 Target
Traits: None
Trigger: You become Engaged with a character.
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to [Move Charge] + 3 spaces.
Target gains [Stride Roll] Move Charge.
Definitions:
,
,
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Dash
Reaction Action; 1/Round
No Check
Traits: None
Trigger: You use a technique that grants another character a Dash.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 4 spaces.
You gain 1 EN
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tactical Action
Swift Action; 1/Round; 1 Boon
No Check; Range: 1-3; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
,
Detective
Detective
Detective
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Detective Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Hide increases by 2 + [Character Rank]
Analytical Mind
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +1 Advantage on Analyze skill checks when looking for clues or tracks.
Lie Detector
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use Analyze instead of Empathy to discern if a character has lied.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Behavioral Insight
Reaction Social; 1/Round
Analyze; Range: 1-5; 1 Target
Traits: None
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related oppositional influence to the statement is revealed to you.
Detective's Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gut Instinct
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary.
The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Influence Trail
Reaction Will Attack; 1/Round
Analyze; Range: 1-5; 1 Target
Traits: None
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You unnerve a character as you delve into their inner most thoughts.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Discern Intent
Quick Social; 1/Round; 1 Boon
Analyze; Range: 1-5; 1 Target
Traits: None
Requirements: Pose a request as part of this action.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If the target has an influence related to your request, it is revealed to you.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You learn the target's highest severity influence related to your request, supportive or oppositional. If they are equal, you may choose to learn one of them.
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Magus
Magus
Magus
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magus Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Focus Envocation
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] and [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shape Envocation
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you create an area of effect with an [Envoke] technique, you may choose any number of spaces that are not part of the area.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Magus' Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Binding Spell
Reaction Action; 1/Round; 1 EN
Channel; Range: 1-4; 1 Target
Traits: None
Trigger: A character is about to leave the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
As they try to escape, you bind them with the latent ether in your envocation.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
The target's Move Charge reduces to zero and they immediately stop moving.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hindering Ether
Reaction Action; 1/Round
Channel; Range: 1-4; 1 Target
Traits: None
Trigger: A character starts their turn in the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1 + [Character Rank] Energy damage
Target gains the Hindered Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
, Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enlarge Envocation
Swift Action; 1/Round; 1 Boon
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next [Envoke] technique you use that has a target of Blast has its size increased by 1.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
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Empath
Empath
Empath
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Empath Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 20 + [Intuition x 3] + [Character Rank x 15]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 2 + [Character Rank]
Calming Presence
Swift Action; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
Traits: None
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 1 EN
Definitions:
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Redirect Tension
Reaction Action; 1/Round
Empathy; Range: 1-3; 1 Target
Traits: None
Trigger: A character in range is targeted by a Will attack.
You interject and take on the tension of the situation instead.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + [Charisma] Willpower
Empath's Charm
Quick Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Understanding
Reaction Social; 1/Round
Empathy; Range: 1-5; 1 Target
Traits: None
Trigger: A character resists having an influence's severity shifted.
Requirements: The target must be the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Until the end of the turn, Attempts at shifting the severity of the same influence gains +1 advantage.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defuse Tension
Reaction Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Trigger: You heal a character's Will.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1d6 Willpower
You gain 1 EN
Character Rank 5
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Booned Counseling
Reaction Action; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Traits: None
Trigger: A character gains an Emotion status.
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
Definitions:
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Merchant
Merchant
Merchant
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Merchant Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Scrutiny increases by 4 + [Character Rank]
Promote
Swift Social; 1/Round
Charm; Range: 1-5; 1 Target
Traits: None
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Side Hustle
Reaction Social; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Traits: None
Trigger: Favor increases with a character.
Requirements: The target must be a character that is not the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Merchant's Charm
Quick Social; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rescind Request
Reaction Social; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Traits: None
Trigger: You fail a request check with a character but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Patience by 1
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Energized Praise
Reaction Social
No Check; Range: 1-5; 1 Target
Traits: None
Trigger: You increase favor with a character.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 2
You gain 1 EN
Character Rank 5
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Final Sale
Reaction Social; 1/Conflict; 2 EN; 1 Boon
No Check; Range: 1-5; 1 Target
Traits: None
Trigger: A character's patience is reduced to zero but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
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Orator
Orator
Orator
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Orator Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Silver Tongue
Swift Will Attack; 1/Round
Misdirect; Range: 1-5; 1 Target
Traits: None
Your implication offers more than your words.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + 2 + [Character Rank] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Evil Eye
Reaction Will Attack; 1/Round
Misdirect; Range: 1-5; 1 Target
Traits: None
Trigger: A character suffers from a Will Break.
Requirements: The target must be the triggering character.
Your piercing look unnerves immediately.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
This technique does nothing.
Orator's Charm
Quick Social; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coaxing Request
Passive Social
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you perform a Request check, you may treat the technique as if it has the [Brutal] trait.
Definitions: Brutal
Brutal
Effect Trait When this technique's effect has you roll dice, roll all dice twice and take only the highest results.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mesmerize
Reaction Social; 1/Round
No Check; 1 Target
Traits: None
Trigger: You successful damage a character's WILL.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Suggestion
Full Social; 1/Conflict; 1 Boon
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Make a request check on the target with 1d6 + [Favor]
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Etherealist
Etherealist
Etherealist
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Etherealist Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 5 + [Character Rank]
Spirit Beacon
Full Action; 1 EN
No Check; Range: 0;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a beacon of your location in the spirit realm. This allows you to see spirits out to 10 spaces from your location and speak to them from your beacon. The beacon moves with you as you move.
Pulse Reading
Reaction Action
Empathy; Range: 1-5; 1 Target
Traits: None
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
Detect shifts in emotion by sensing subtle changes in their behaviour.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Until the end of the round, The next social skill check you use on the target character gains +1 Advantage.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Harmonic Appeal
Reaction Social; 1/Round
Empathy; Range: 1-5; 1 Target
Traits: None
Trigger: A technique is used and a supportive influence bonus is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related supportive influence to the statement is revealed to you.
Etherealist's Charm
Quick Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spirit Walk
Full Action; 1 EN
Resonance; Range: 1; 2 Targets
Traits: None
Requirements: The targets must be willing characters and may include self.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You transfer the targets' consciousness to the spirit realm. See rules for traversing the spirit realm for more information.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mirror Motives
Reaction Action; 1/Round
Empathy; Range: 1-5; 1 Target
Traits: None
Trigger: You learn a character's influence.
Requirements: The target must be the triggering character.
You reflect the same values back at them.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Increase target's Favor by 1d3 + 1
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 EN
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Expel Soul
Full Action; 3 EN; 1 Boon
Resonance; Range: 1; 1 Target
Traits: None
You channel your energies into forcing a target into the spirit realm with your quick palm strike.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You force consciousness to leave the target's body and enter the spirit realm.
If the target has a spirit inside of them, instead the spirit is forced out of the body.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Spirit Sense
Quick Action
Resonance; Range: 1; 1 Target
Traits: None
You determine if a spirit resides within a creature or object.
vs. Freewill
vs. Freewill
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession.
You learn if a spirit resides inside the target.
Advanced Techniques
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Melee Weapons
Melee Weapons
Cleaving Arte
Cleaving Arte
Cleaving Arte
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that deals large damage to multiple close targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full Attack
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 + [Power] Weapon damage
Sweeping Wide Chop
Full Attack; 2 EN
Might; Range: 1; 2 Targets
Traits: None
Requirements: Each target must be adjacent to each other.
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 2 + [Power] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full Attack; 2 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 + [Power] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spinning Heavy Slash
Full Attack; 3 EN
Might; Range: 1; Burst 1
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 + [Power] Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full Attack; 4 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 15 + [Power] Weapon damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sweeping Wide Chop II
Full Attack; 5 EN
Might; Range: 1; 2 Targets
Traits: None
Requirements: Each target must be adjacent to each other.
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 13 + [Power] Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spinning Heavy Slash II
Full Attack; 6 EN
Might; Range: 1; Burst 1
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 17 + [Power] Weapon damage
,
Battering Arte
Battering Arte
Battering Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that knocks foes up and away.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full Attack
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 + [Power] Weapon damage
Knockback Swing
Full Attack
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 1 + [Power] Weapon damage
Target is Pushed 1 spaces horizontally.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full Attack; 2 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 + [Power] Weapon damage
Battering Swing
Full Attack; 2 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces horizontally.
Target is Pushed 1 spaces vertically upward.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Launching Swing
Full Attack; 3 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 7 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces vertically upward.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full Attack; 4 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 15 + [Power] Weapon damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Battering Swing II
Full Attack; 4 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 12 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces horizontally.
Target is Pushed 1 spaces vertically upward.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Launching Swing II
Full Attack; 5 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 13 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces vertically upward.
,
Berserker Arte
Berserker Arte
Berserker Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Might-focused style that deals extra damage at the risk of reducing their own defenses.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop
Full Attack
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 + [Power] Weapon damage
Berserker Barrage
Full Attack; 2 EN
Might; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d6 + 5 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 9 + [Power] Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop II
Full Attack; 2 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 9 + [Power] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reckless Swing
Quick Attack
Might; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Chop III
Full Attack; 4 EN
Might; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 15 + [Power] Weapon damage
Berserker Barrage II
Full Attack; 4 EN
Might; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
5d6 + 21 + [Power] Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Reckless Swing II
Quick Attack; 4 EN
Might; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + 5 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Berserker Barrage III
Full Attack; 6 EN
Might; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d6 + 12 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
8d6 + 21 + [Power] Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
,
Duelist Arte
Duelist Arte
Duelist Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that hinders their foes and then exploits the condition for greater damage.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash
Quick Attack
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Advancing Slash
Quick Attack
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash II
Quick Attack; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Needle Point
Quick Attack; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Requirements: The target must have the Hindered Condition.
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
2d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Faltering Blade
Quick Attack; 3 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash III
Quick Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Weapon damage
Advancing Slash II
Quick Attack; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Definitions:
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Needle Point II
Quick Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
Requirements: The target must have the Hindered Condition.
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
4d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 6 Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Faltering Blade
Swift Attack; 1/Round; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
,
Crestfall Arte
Crestfall Arte
Crestfall Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that charges ki into a weapon to release it in one large blow.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash
Quick Attack
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Overhead Slash
Full Attack
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You wind up with a powerful overhead slash.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 + [Power] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash II
Quick Attack; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Fading Slash
Quick Attack; 1 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions:
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Crestfall Charge
Swift Action; 1/Round; 1 EN
No Check;
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You concentrate ki into your weapon.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 Blade Ki. You may hold up to 3 Blade Ki at once. All Blade Ki disappears at the end of a Conflict.
Crestfall Slash
Full Attack; 1 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You fire off your stored ki in an explosive blast with your strike.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 3 + [Power] Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash III
Quick Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Weapon damage
Overhead Slash II
Full Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 13 + [Power] Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Crestfall Slash II
Full Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 13 + [Power] Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
,
Overwhelming Arte
Overwhelming Arte
Overwhelming Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that can attack both Brace and Reflex defenses to overwhelm their foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Swing
Full Attack
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Power] Weapon damage
Swinging Flurry
Full Attack
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + [Power] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Clobber
Quick Attack
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swing Fast
Quick Attack; 1 EN
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 2 Weapon damage
Overhead Swing II
Full Attack; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 3 + [Power] Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Overhead Swing III
Full Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 9 + [Power] Weapon damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swinging Flurry II
Full Attack; 3 EN
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + 5 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 3 + [Power] Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swinging Flurry III
Full Attack; 5 EN
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + 8 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d6 + 9 + [Power] Weapon damage
,
Phalanx Arte
Phalanx Arte
Phalanx Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that employs long reaching attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leaping Thrust
Quick Attack
Skirmish; Range: 1-2; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Piercing Thrust
Full Attack; 2 EN
Skirmish; Range: 1; Line 2
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 2 + [Power] Weapon damage
High Thrust
Quick Attack
Skirmish; Range: 1-2; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
You thrust upward and pull the target to the ground.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
The target falls.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leaping Thrust II
Quick Attack; 3 EN
Skirmish; Range: 1-2; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
Definitions:
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Piercing Thrust II
Full Attack; 5 EN
Skirmish; Range: 1; Line 2
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
vs. Evasion
vs. Evasion
undefined
1d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 11 + [Power] Weapon damage
Reaching Thrust
Quick Attack; 2 EN
Skirmish; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 6 Weapon damage
Definitions:
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heavy Full Thrust
Full Attack; 5 EN
Skirmish; Range: 1-2; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
vs. Evasion
vs. Evasion
undefined
2d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 17 + [Power] Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Thrust
Quick Attack; 6 EN
Skirmish; Range: 1-2; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
vs. Evasion
vs. Evasion
undefined
2d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 16 Weapon damage
,
Sky Pike Arte
Sky Pike Arte
Sky Pike Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Skirmish-focused style that launches themselves into the air to deal bonus damage if attacking from above.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Midrange Lunge
Quick Attack
Skirmish; Range: 1-2; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pole Vault
Swift Action; 1/Round
No Check;
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
You use your pole to launch yourself upward.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Rising Strike
Quick Attack; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Weapon damage
Target gains the Hindered Status
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aerial Smash
Quick Attack; 2 EN
Skirmish; Range: 1-2; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
vs. Evasion
vs. Evasion
undefined
3d6 + 4 + [Power] Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leaping Pole Vault
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You finish a fall.
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
As you fall you launch yourself back into the air with a thrust of your pole.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 4 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Descending Smash
Quick Attack; 4 EN
Skirmish; Range: 1-2; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 + [Power] Weapon damage
Any fall damage you had taken by this technique is instead taken by the target.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rising Strike II
Quick Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 9 Weapon damage
Target gains the Hindered Status
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Descending Smash II
Quick Attack; 6 EN
Skirmish; Range: 1-2; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
Req. Tool Traits: Polearm
Polearm
Item Trait A weapon with a long shaft and often a combat head, which may include a blade, spike, or hammer.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
7d6 + 24 + [Power] Weapon damage
Any fall damage you had taken by this technique is instead taken by the target.
,
FInesse Blade Arte
FInesse Blade Arte
FInesse Blade Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Finesse-focused style that allows you to attack both Brace and Reflex defenses.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut
Quick Attack
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You slash quickly.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blade Dance
Full Attack; 3 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You hit them with a flurry of slices to overwhelm their defense.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 7 + [Power] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut II
Quick Attack; 2 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blade Dance II
Full Attack; 5 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You hit them with a flurry of slices to overwhelm their defense.
vs. Evasion
vs. Evasion
undefined
3d6 + 3 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d6 + 15 + [Power] Weapon damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut III
Quick Attack; 4 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 5 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut IV
Quick Attack; 6 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 12 Weapon damage
,
Whip Arte
Whip Arte
Whip Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Finesse-focused style that attacks from a distance and trips foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash
Quick Attack
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash II
Quick Attack; 2 EN
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 5 Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tripping Whip
Quick Attack; 2 EN
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 2 Weapon damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Hindering Whip
Quick Attack; 2 EN
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whip Lash III
Quick Attack; 4 EN
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 12 Weapon damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hindering Whip II
Quick Attack; 4 EN
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 12 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Stunning Whip
Quick Attack; 4 EN
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Head Banger
Quick Attack; 6 EN
Finesse; Range: 1-3; 1 Target
Traits: None
Req. Tool Traits:
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 6 Weapon damage
Target gains the Prone Status
Target gains the Stunned Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
?
Ranged Weapons
Ranged Weapons
Bow Arte
Bow Arte
Bow Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style allowing one to launch arrows at multiple targets.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Arrow
Quick Attack
Shoot; Range: 2-5; 1 Target
Traits: Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Spreading Arrow
Full Attack; 2 EN
Shoot; Range: 2-5; Line 3
Traits: Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 1 + [Accuracy] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Arrow II
Quick Attack; 2 EN
Shoot; Range: 2-5; 1 Target
Traits: Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 4 Weapon damage
Charged Shot
Full Attack; 2 EN
Shoot; Range: 2-5; 1 Target
Traits: None
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 1 + [Accuracy] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Arrow Rain
Full Attack; 3 EN
Shoot; Range: 2-5; Blast 1
Traits: Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Weapon damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 5 + [Accuracy] damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Charged Shot II
Full Attack; 4 EN
Shoot; Range: 2-5; 1 Target
Traits: None
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 7 + [Accuracy] Weapon damage
Character Rank 5
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spreading Arrow II
Full Attack; 5 EN
Shoot; Range: 2-5; Line 3
Traits: Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 7 + [Accuracy] Weapon damage
Character Rank 6
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Charged Shot III
Full Attack; 6 EN
Shoot; Range: 2-5; 1 Target
Traits: None
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 12 + [Accuracy] Weapon damage
Character Rank 7
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Arrow Rain II
Full Attack; 6 EN
Shoot; Range: 2-5; Blast 1
Traits: Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Req. Tool Traits: Bow
Bow
Item Trait A ranged weapon that uses the elasticity of a string and a curved piece of wood or other material to launch arrows.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 + [Accuracy] Weapon damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + 7 + [Accuracy] damage
,
Midrange Arte
Midrange Arte
Midrange Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that fires at single targets with high accuracy.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot
Quick Attack
Shoot; Range: 2-6; 1 Target
Traits: None
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot II
Quick Attack; 2 EN
Shoot; Range: 2-6; 1 Target
Traits: None
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Weapon damage
Slipfire
Full Attack; 2 EN
Shoot; Range: 2-6; 1 Target
Traits: None
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 3 + [Accuracy] Weapon damage
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Accuracy] Weapon damage
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Suppressing Fire
Full Attack; 3 EN
Shoot; Range: 2-6; Line 3
Traits: None
Requirements: You must remain in range of the target area, otherwise the technique ends.
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
You constantly fire at a specified area to prevent anyone from entering without catching a hit.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 + [Accuracy] Weapon damage
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The technique ends.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot III
Quick Attack; 4 EN
Shoot; Range: 2-6; 1 Target
Traits: None
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 4 Weapon damage
Character Rank 5
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slipfire II
Full Attack; 4 EN
Shoot; Range: 2-6; 1 Target
Traits: None
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 6 + [Accuracy] Weapon damage
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Shot IV
Quick Attack; 6 EN
Shoot; Range: 2-6; 1 Target
Traits: None
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 10 Weapon damage
Character Rank 7
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Suppressing Fire II
Full Attack; 5 EN
Shoot; Range: 2-6; Line 3
Traits: None
Requirements: You must remain in range of the target area, otherwise the technique ends.
Req. Tool Traits: Handgun
Handgun
Item Trait A small, portable firearm designed for use with one or both hands.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 7 + [Accuracy] Weapon damage
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The technique ends.
,
Longsight Arte
Longsight Arte
Longsight Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that requres a longshot weapon to fire from great ranges and weakens foes.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot
Full Attack
Shoot; Range: 3-10; 1 Target
Traits: None
Req. Tool Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot II
Full Attack; 3 EN
Shoot; Range: 3-10; 1 Target
Traits: None
Req. Tool Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 6 + [Accuracy] Weapon damage
Distant Lancer
Full Attack; 2 EN
Shoot; Range: 3-10; 1 Target
Traits: None
Req. Tool Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 3 + [Accuracy] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hindering Snipe
Full Attack; 3 EN
Shoot; Range: 3-10; 1 Target
Traits: None
Req. Tool Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 7 + [Accuracy] Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Lancer II
Full Attack; 4 EN
Shoot; Range: 3-10; 1 Target
Traits: None
Req. Tool Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 7 + [Accuracy] Weapon damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hindering Snipe II
Full Attack; 5 EN
Shoot; Range: 3-10; 1 Target
Traits: None
Req. Tool Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 17 + [Accuracy] Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sniping Shot III
Full Attack; 6 EN
Shoot; Range: 3-10; 1 Target
Traits: None
Req. Tool Traits: Longshot
Longshot
Item Trait This weapon is capable of firing ammunition at a long range.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 21 + [Accuracy] Weapon damage
,
Scatterpoint Arte
Scatterpoint Arte
Scatterpoint Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that requres a scattershot weapon to shoot multiple foes at once.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot
Quick Attack
Shoot; Range: 2-3; 1 Target
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Scattering Fire
Full Attack; 2 EN
Shoot; Range: 2-3; Cone 3
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 + [Accuracy] Weapon damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Focuspoint Shot
Full Attack
Shoot; Range: 2-3; 1 Target
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Weapon damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Scattering Fire II
Full Attack; 4 EN
Shoot; Range: 2-3; Cone 3
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 7 + [Accuracy] Weapon damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot II
Quick Attack; 3 EN
Shoot; Range: 2-3; 1 Target
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Focuspoint Shot II
Full Attack; 5 EN
Shoot; Range: 2-3; 1 Target
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
7d6 + 17 + [Accuracy] Weapon damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Scattering Fire
Full Attack; 4 EN
Shoot; Range: 2-3; Cone 5
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 3 + [Accuracy] Weapon damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pointblank Shot III
Quick Attack; 6 EN
Shoot; Range: 2-3; 1 Target
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
4d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 18 Weapon damage
Scattering Fire III
Full Attack; 6 EN
Shoot; Range: 2-3; Cone 3
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 12 + [Accuracy] Weapon damage
Character Rank 7
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Scattering Fire II
Full Attack; 6 EN
Shoot; Range: 2-3; Cone 5
Traits: None
Req. Tool Traits: Scattershot
Scattershot
Item Trait This weapon is capable of firing ammunition that scatters in a large burst.
vs. Evasion
vs. Evasion
undefined
3d3 + [Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 12 + [Accuracy] Weapon damage
?
Martial Arts
Martial Arts
Forceful Fist Arte
Forceful Fist Arte
Forceful Fist Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style that knocks foes around with powerful melee attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Grapple
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Jab
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Crush Knuckle
Full Attack; 1 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
7d3 + 1 + [Power] Force damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Sudden Shove
Swift Attack; 1/Round
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Battering Ram
Quick Attack; 1/Round; 1 EN
Grappling; Range: 1; Cone 2
Traits: None
Requirements: Targets must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces from you.
You may Move up to 3 spaces.
Definitions:
Knockback Fist
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d3 + 4 Force damage
Target is Pushed 2 spaces from you.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Knockback Fist II
Quick Attack; 3 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 6 Force damage
Target is Pushed 2 spaces from you.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Smiting Ram
Quick Attack; 1/Round; 2 EN
Grappling; Range: 1; Cone 3
Traits: None
Requirements: Targets must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces from you.
You may Move up to 3 spaces.
Definitions:
Crush Knuckle II
Full Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
5d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
15d3 + 5 + [Power] Force damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unavoidable Fist
Full Attack; 3 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Power] Force damage
vs. Evasion
vs. Evasion
undefined
7d3 + 3 + [Power] Force damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Knockback Fist III
Quick Attack; 5 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + 5 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d3 + 8 Force damage
Target is Pushed 2 spaces from you.
,
Wrestling Arte
Wrestling Arte
Wrestling Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style that grapples foes and ensures they do not get away.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Grapple
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Jab
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Combat Grab
Full Attack; 1 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 2 + [Power] Force damage
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Holding Grapple
Reaction Action; 1/Turn
No Check; 1 Target
Traits: None
Trigger: A character you have grappled attempts to remove the grappled status.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, The Target gains +1 Disadvantage on their next skill check.
Follow the Hold
Reaction Action; 1/Round; 1 EN
No Check;
Traits: None
Trigger: A character you have grappled is moved away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Free Move up to 4 spaces towards the grappled character. If you remain adjacent to them, you maintain the grapple.
Arm Twist
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
4d3 + 2 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Suplex
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 3 Force damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Arm Twist II
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
8d3 + 6 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Strangle
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 1 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Target gains the Stunned Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Submission Hold
Quick Attack; 6 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 1 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Until the end of the round, Target gains the Paralyzed Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
,
Stepflow Arte
Stepflow Arte
Stepflow Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Grapping-focused style allowing one to freely weave through combat and reposition others.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Weaving Strike
Full Attack; 1 EN
Grappling; Range: 1; 1 Target
Traits: None
You move in quickly to deal a powerful strike to then disappear.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d3 + 3 + [Power] Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions:
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Reposition
Swift Attack; 1/Round
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freeflow Blow
Full Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
8d3 + 3 + [Power] Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Swap Sting
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you.
You and the target swap places as you disorient them with a strike.
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 4 Force damage
You and the target swap spaces.
Slingshot Strike
Full Attack; 3 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
10d3 + 7 + [Power] Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freeflow Blow II
Full Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
undefined
4d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
10d3 + 12 + [Power] Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slingshot Strike II
Full Attack; 5 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
undefined
5d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
14d3 + 17 + [Power] Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 3 spaces.
?
Arcanification Magic
Arcanification Magic
Arcane Conduit
Arcane Conduit
Arcane Conduit
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Enchant-focused style that allows one to impart and remove energy into people and objects. This allows one to heat or cool and channel magic into one's weapon attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heat Field
Swift Action; 3 Willpower
No Check; Burst 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
You radiate heat from your body, providing warmth to those around you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You raise the temperature around you by up to 10°C.
Heat Target
Quick Attack; 1/Round; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
With your touch, you provide a surge of heat and quickly warm it's surface.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Until the end of the round, You raise the target's surface temperature by up to 20°C.
If the target is wet it immediately dries.
2d6 + [Artistry] Burn damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Field
Swift Action; 3 Willpower
No Check; Burst 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
You radiate cold from your body, providing a cooling effect to those around you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You lower the temperature around you by up to 10°C.
Chill Target
Quick Attack; 1/Round; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Your touch chills the target and may cause it to freeze.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Until the end of the round, You lower the target's surface temperature by up to 20°C.
2d6 + 3 + [Artistry] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock Target
Quick Attack; 2 EN; 3 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
You impart electricity into the target, providing a stunning shock.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 + [Artistry] Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Burnstrike
Reaction Attack; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Burn damage
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shockstrike
Reaction Attack; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Shock damage
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coldstrike
Reaction Attack; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Cold damage
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Extinguish Fire
Swift Action; 3/Round; 5 Willpower
Enchant; Range: 1; 1 Target or Self
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target loses the Aflame Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
On failure, you may not use this technique again this round.
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Static Remover
Swift Action; 1/Round; 5 Willpower
No Check; Range: 1; 1 Target or Self
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frost Removal
Swift Action; 3/Round; 5 Willpower
Enchant; Range: 1; 1 Target or Self
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Chilled Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
On failure, you may not use this technique again this round.
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firestrike
Reaction Attack; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Joltstrike
Reaction Attack; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + 1 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chillstrike
Reaction Attack; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 2 Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
,
Arcane Spellshot
Arcane Spellshot
Arcane Spellshot
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that creates powerful ranged single target energy attacks to be launched at foes.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Flames
Full Attack; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Accuracy] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Firebolt
Quick Attack; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Fire damage
Flame Arrow
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 3-8; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Fire damage
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Shock
Full Attack; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Accuracy] Shock damage
Shock
Quick Attack; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Shock damage
Lightning Shaft
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 3-8; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 3 Shock damage
Character Rank 1; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Cold
Full Attack; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Accuracy] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Cold Snap
Quick Attack; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Cold damage
Character Rank 2; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firebolt II
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Fire damage
Character Rank 2; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock II
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Shock damage
Jolt
Full Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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[Accuracy] Shock damage
[Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + [Accuracy] Shock damage
1d6 + 3 Willpower damage
Target gains the Jolted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Stunned Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 2; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cold Snap II
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + 2 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Cold damage
Frostbite
Full Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1 + [Accuracy] Cold damage
1 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 + [Accuracy] Cold damage
1d6 + 3 Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Stunned Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 3; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lightningbolt
Quick Attack; 3 EN; 5 Willpower
Shoot; Range: 1; Line 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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2d6 + [Accuracy] Shock damage
Character Rank 4; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firebolt III
Quick Attack; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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2d6 + 3 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Fire damage
Character Rank 4; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulgor
Quick Attack; 4 EN; 7 Willpower
Shoot; Range: 2-8; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
3d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Shock damage
Character Rank 4; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coldlock
Quick Attack; 3 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Cold damage
Target gains the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 5; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Piercer
Quick Attack; 3 EN; 7 Willpower
Shoot; Range: 1; Line 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Fire damage
Character Rank 5; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lightning bolt II
Quick Attack; 4 EN; 7 Willpower
Shoot; Range: 1; Line 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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3d6 + 2 + [Accuracy] Shock damage
Parabolt
Full Attack; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + 2 + [Accuracy] Shock damage
1d6 + 2 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 + [Accuracy] Shock damage
4d6 + 10 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 5; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freezebind
Full Attack; 4 EN; 7 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + [Accuracy] Cold damage
1d6 + 2 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Cold damage
4d6 + 5 Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Frozen Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Character Rank 6; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Arrow II
Quick Attack; 5 EN; 10 Willpower
Shoot; Range: 3-8; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 8 Fire damage
Character Rank 6; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fulgor II
Quick Attack; 6 EN; 10 Willpower
Shoot; Range: 2-8; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
3d6 + 6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 15 Shock damage
Character Rank 6; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cold Snap III
Quick Attack; 5 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
2d6 + 4 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 9 Cold damage
Character Rank 7; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Piercer II
Quick Attack; 6 EN; 10 Willpower
Shoot; Range: 1; Line 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 5 Fire damage
Character Rank 7; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gadzap
Full Attack; 6 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Accuracy] Shock damage
2d6 + 2 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 + [Accuracy] Shock damage
5d6 + 13 Willpower damage
Target gains the Jolted Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
, Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 7; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freezebind II
Full Attack; 6 EN; 10 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + 2 + [Accuracy] Cold damage
2d6 + 2 + [Accuracy] Willpower damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 3 + [Accuracy] Cold damage
5d6 + 13 Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Frozen Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Character Rank 8; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Thor
Full Attack; 7 EN; 15 Willpower
Shoot; Range: 2-8; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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4d6 + 8 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 32 + [Accuracy] Shock damage
,
Arcane Blast
Arcane Blast
Arcane Blast
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shoot-focused style that causes energy to blast at a target point and engulf the area.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heat Field
Swift Action; 3 Willpower
No Check; Burst 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
You radiate heat from your body, providing warmth to those around you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You raise the temperature around you by up to 10°C.
Firebolt
Quick Attack; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Fire damage
Fireball
Full Attack; 1 EN; 3 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 3 Fire damage
Character Rank 1; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Field
Swift Action; 3 Willpower
No Check; Burst 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
You radiate cold from your body, providing a cooling effect to those around you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, You lower the temperature around you by up to 10°C.
Cold Snap
Quick Attack; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Cold damage
Frostball
Full Attack; 1 EN; 3 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 3 Cold damage
Character Rank 1; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock
Quick Attack; 3 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Shock damage
Sparkball
Full Attack; 1 EN; 3 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 3 Shock damage
Character Rank 2; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firebolt II
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + 2 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Fire damage
Fireball II
Full Attack; 3 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 4 Fire damage
Character Rank 2; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shock II
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + 2 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Shock damage
Sparkball II
Full Attack; 3 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 4 Shock damage
Character Rank 2; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cold Snap II
Quick Attack; 2 EN; 5 Willpower
Shoot; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + 2 + [Accuracy] Cold damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 1 Cold damage
Frostball II
Full Attack; 3 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 2 + [Character Rank] Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 4 Cold damage
Character Rank 3; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blasting Flames
Full Attack; 4 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 4 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Blast
Full Attack; 3 EN; 5 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 5 Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 4; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fireblast
Full Attack; 5 EN; 5 Willpower
Shoot; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 6 Fire damage
Character Rank 4; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sparkball III
Full Attack; 5 EN; 7 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
5d6 + [Accuracy] + 9 Shock damage
Character Rank 4; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chill Blast II
Full Attack; 5 EN; 7 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 9 Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 5; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spreading Flames
Full Attack; 4 EN; 5 Willpower
Shoot; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 2 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 5; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Plasma Blast
Full Attack; 4 EN; 7 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 5; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spreading Chill
Full Attack; 4 EN; 7 Willpower
Shoot; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 2 Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 6; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fireblast II
Full Attack; 6 EN; 10 Willpower
Shoot; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 6 Fire damage
Character Rank 6; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Plasma Blast II
Full Attack; 6 EN; 10 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
5d6 + [Accuracy] + 8 Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 6; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spreading Chill II
Full Attack; 6 EN; 10 Willpower
Shoot; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 8 Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 7; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blasting Flames II
Full Attack; 6 EN; 10 Willpower
Shoot; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
5d6 + [Accuracy] + 10 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
,
Arcane Bomb
Arcane Bomb
Arcane Bomb
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Throw-focused style that explodes at a close or far point, creating a blast of energy.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Grenade
Quick Attack; 1 EN; 3 Willpower
Throw; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d3 + [Accuracy] + 4 Fire damage
Burn Burst
Full Attack; 1 EN; 3 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Burn damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Burn damage
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Volt Bomb
Full Attack; 1 EN; 3 Willpower
Throw; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 1 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 1 Shock damage
Lightning Burst
Full Attack; 1 EN; 3 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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1d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Shock damage
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Napalm
Full Attack; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
; Delayed
Delayed
Technique Trait When this technique is used the resource costs are consumed immediately and a target character or object is chosen. All other effects do not occur until later. Once the next round starts, the technique may only be triggered after three turns have passed. All other effects of the technique can be performed on the user's turn as a Swift action. Only one Delayed technique may be activated per turn.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Fire damage
Firebomb
Full Attack; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 1 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 3 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Short Circuit
Full Attack; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
; Delayed
Delayed
Technique Trait When this technique is used the resource costs are consumed immediately and a target character or object is chosen. All other effects do not occur until later. Once the next round starts, the technique may only be triggered after three turns have passed. All other effects of the technique can be performed on the user's turn as a Swift action. Only one Delayed technique may be activated per turn.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Shock damage
Ball Lightning
Full Attack; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 1 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Accuracy] + 5 Shock damage
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Grenade II
Quick Attack; 3 EN; 5 Willpower
Throw; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d3 + [Accuracy] + 5 Fire damage
Fire Burst
Full Attack; 3 EN; 5 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 7 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Volt Bomb II
Full Attack; 3 EN; 5 Willpower
Throw; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 1 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 4 Shock damage
Jolt Burst
Full Attack; 3 EN; 5 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 + [Character Rank] Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 4; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Grenade III
Quick Attack; 5 EN; 5 Willpower
Throw; Range: 2-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + 6 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
6d3 + [Accuracy] + 8 Fire damage
Burn Burst II
Full Attack; 4 EN; 7 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Burn damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 8 + [Character Rank] Burn damage
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Volt Bomb III
Full Attack; 4 EN; 7 Willpower
Throw; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 2 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 8 Shock damage
Lightning Burst II
Full Attack; 4 EN; 7 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Shock damage
Character Rank 5; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firebomb II
Full Attack; 5 EN; 7 Willpower
Throw; Range: 2-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 8 Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
L. Firebomb
Full Attack; 5 EN; 7 Willpower
Throw; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Fire damage
Character Rank 5; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ball Lightning II
Full Attack; 4 EN; 7 Willpower
Throw; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 5 Shock damage
Character Rank 6; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Firebomb II
Full Attack; 6 EN; 10 Willpower
Throw; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + 3 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 8 Fire damage
Character Rank 6; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ball Lightning III
Full Attack; 5 EN; 10 Willpower
Throw; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 + [Character Rank] Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 4 Shock damage
Character Rank 7; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fire Burst II
Full Attack; 6 EN; 10 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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2d6 + [Accuracy] + 2 Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 14 + [Character Rank] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 7; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jolt Burst II
Full Attack; 6 EN; 10 Willpower
Throw; Range: 0; Burst 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
vs. Evasion
vs. Evasion
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2d6 + [Accuracy] + 2 Shock damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 12 + [Character Rank] Shock damage
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 8; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ragnarok
Full Attack; 7 EN; 15 Willpower
Throw; Range: 2-6; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Arcing
Arcing
Technique Trait Arcing techniques are designed to lob projectiles over obstacles. They can be used to target targets without line of sight, although they are still affected by cover and the attack must be physically possible - an Arcing attacks still can’t fire through 50 feet of metal.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Character Rank] Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + [Accuracy] + 6 Fire damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
,
Arcane Storm
Arcane Storm
Arcane Storm
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Channel-focused style that creates an area that batters down flames or ice into an area to lock it down.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Flames
Full Attack; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 2 + [Accuracy] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Burning Field
Full Attack; 2 EN; 3 Willpower
Channel; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 2 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 1; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Shock
Full Attack; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Accuracy] Shock damage
Character Rank 1; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Create Cold
Full Attack; 1 EN; 3 Willpower
Channel; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Accuracy] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Sleet Storm
Full Attack; 2 EN; 3 Willpower
Channel; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 2; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fire Blockade
Full Attack; 3 EN; 5 Willpower
Channel; Range: 1-5; Line(2H) 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 2; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ice Storm
Full Attack; 3 EN; 5 Willpower
Channel; Range: 1-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 4 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 4; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Whirl
Reaction Attack; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with fire, causing it to burn those within.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Fire damage
Field of Fire
Full Attack; 4 EN; 7 Willpower
Channel; Range: 1-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 3 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 4; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frost Whirl
Reaction Attack; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with chilling energy, causing it to freeze those within.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Cold damage
Sheer Cold
Full Attack; 5 EN; 7 Willpower
Channel; Range: 1-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Character Rank x 2] Cold damage
3d6 + 1 + [Artistry] Willpower damage
Target gains the Chilled Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frozen Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Character Rank 5; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wall of Flames
Full Attack; 4 EN; 7 Willpower
Channel; Range: 1-5; Line(2H) 9
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 4 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 5; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hail
Full Attack; 4 EN; 7 Willpower
Channel; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
4d6 + 8 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 6; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Great Field of Fire
Full Attack; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 6 + [Character Rank x 2] Fire damage
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 6; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blizzard
Full Attack; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 5 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 7; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freezer Point
Full Attack; 6 EN; 10 Willpower
Channel; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
[Character Rank x 2] Cold damage
6d6 + 8 + [Artistry] Willpower damage
Target gains the Immobilized Status
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frozen Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
Character Rank 8; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fimbulwinter
Full Attack; 7 EN; 15 Willpower
Channel; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
5d6 + 10 + [Character Rank x 2] Cold damage
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Remote Messaging
Remote Messaging
Remote Messaging
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A style that allows one to communicate over long distances with the wind.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Whisper
Quick Action; 3 Willpower
No Check; Range: 2-10; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You send a message on the wind that bursts into a quiet sound near the target's ear.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hear s a short message you whisper as part of this technique.
Character Rank 2; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distant Whisper
Quick Action; 2 EN; 5 Willpower
No Check; Range: 100 miles; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target hear s a short message you whisper as part of this technique.
Character Rank 3; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Transmission
Full Action; 1 EN; 5 Willpower
No Check; Range: 2-50; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You send all sounds at your location to the target.
?
Fluctuation Magic
Fluctuation Magic
Propelling Force
Propelling Force
Propelling Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that propels an instantaneous force in an area to push targets.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Bullet
Quick Attack; 3 Willpower
Kinesis; Range: 1-3; 1 Target
Traits: None
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + [Accuracy] Force damage
Target is Pushed 1 spaces from you.
Character Rank 1; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Force Bullet
Quick Attack; 3 Willpower
Kinesis; Range: 1-3; 1 Target
Traits: None
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d3 + [Accuracy] Force damage
Target is Pushed 1 spaces from you.
Character Rank 2; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gust
Full Attack; 2 EN; 5 Willpower
Kinesis; Range: 1; Line 5
Traits: None
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Character Rank 2; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Telekinetic Rush
Full Attack; 2 EN; 5 Willpower
Kinesis; Range: 1; Line 3
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 4 Force damage
Target is Pushed 2 spaces from you.
Character Rank 4; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsweep
Full Attack; 4 EN; 7 Willpower
Kinesis; Range: 1; Line 6
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 4; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Telekinetic Rush II
Full Attack; 3 EN; 7 Willpower
Kinesis; Range: 1; Line 3
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 6 Force damage
Target is Pushed 2 spaces from you.
Character Rank 5; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gale
Full Attack; 3 EN; 7 Willpower
Kinesis; Range: 1; Blast 1
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 3 Force damage
Target is Pushed 3 spaces upwards.
Character Rank 6; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gale II
Full Attack; 5 EN; 10 Willpower
Kinesis; Range: 1; Blast 1
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
3d6 + 6 Force damage
Target is Pushed 3 spaces upwards.
,
Area Force
Area Force
Area Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that allows one to apply forces to a designated area to lift or restrain others within the zone.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Updraft
Reaction Action; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Space 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Trigger: You or another character within range jump or fall.
You cause a sustained updraft on the ground pushing them upwards.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Liftstream].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 1; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lift Space
Swift Action; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Space 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 2; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Area Updraft
Reaction Action; 1/Round; 2 EN; 5 Willpower
No Check; Range: 0-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Trigger: You or another character within range jump or fall.
You create a cloud of sustained wind to push all above it to float momentarily.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Liftstream].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 2; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lift Zone
Quick Action; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Character Rank 3; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Downdraft
Full Action; 1/Round; 2 EN; 5 Willpower
Kinesis; Range: 0-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You cause wind to blow powerfully downwards, knocking people to the ground.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any effects in the area considered [Ter_Fog] are removed.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 3; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heavy Zone
Quick Action; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
Character Rank 4; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flame Whirl
Reaction Attack; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with fire, causing it to burn those within.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Fire damage
Character Rank 4; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Frost Whirl
Reaction Attack; 1/Round; 1 EN; 7 Willpower
Channel; Range: 0-5; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: The Twister or Tornado technique is used.
Requirements: The target must be the triggering technique.
You affect the twister with chilling energy, causing it to freeze those within.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Add the following to the On Enter effect of the triggering technique. When the technique ends, so does this effect.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 Cold damage
Character Rank 4; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Twister
Full Action; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 0-5; Blast(3H) 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You create a small orb of gravity to suck your enemies into its center.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank x 2] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 Force damage
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 6; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tornado
Full Action; 1/Round; 5 EN; 10 Willpower
Kinesis; Range: 0-5; Blast(3H) 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You create a small orb of gravity to suck your enemies into its center.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Character Rank x 2] Force damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 Force damage
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Levitation
Levitation
Levitation
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that resonates objects in order to lift them to one's side or lauch the object at foes.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Object Levitate
Swift Action; 1/Round; 3 Willpower
No Check; Range: 0-2; Object 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Distant Obj Levitate
Swift Action; 1/Round; 1 EN; 3 Willpower
No Check; Range: 0-5; Object 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 5 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Kinetic Strike
Quick Attack; 3 Willpower
Kinesis; Range: Special; 1 Target
Traits: None
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Kinetic Crush
Full Attack; 2 EN; 3 Willpower
Kinesis; Range: Special; 1 Target
Traits: None
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The range of this technique is the space of a [Resonant] object with you as the source.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Strike II
Quick Attack; 5 Willpower
Kinesis; Range: Special; 1 Target
Traits: None
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Crush II
Full Attack; 3 EN; 5 Willpower
Kinesis; Range: Special; 1 Target
Traits: None
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Req. Tool Traits: Bulk 15[MIN]
Bulk 15[MIN]
Item Trait The object must be of or carrying Bulk 15 or more. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
vs. Evasion
vs. Evasion
undefined
3d6 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 10 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Object Levitate II
Swift Action; 1/Round; 5 Willpower
No Check; Range: 0-2; Object 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: Bulk 60[MAX]
Bulk 60[MAX]
Item Trait The object must be of or carrying Bulk 60 or less. An object of Bulk 60 is usually small or medium sized and up to a weight of 100 lbs. Examples include tables, book shelves, crates (4 foot cubed), or small children.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Kinetic Crush III
Full Attack; 4 EN; 7 Willpower
Kinesis; Range: Special; 1 Target
Traits: None
Requirements: The range of this technique is the space of a [Resonant] object with you as the source.
Req. Tool Traits: Bulk 60[MIN]
Bulk 60[MIN]
Item Trait The object must be of or carrying Bulk 60 or more. An object of Bulk 60 is usually small or medium sized and up to a weight of 100 lbs. Examples include tables, book shelves, crates (4 foot cubed), or small children.
vs. Evasion
vs. Evasion
undefined
3d6 + 3 + [Accuracy] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d6 + 12 Force damage
Definitions: Resonant
Resonant
Item Trait This object has ether affecting it and can be sensed with the Resonance skill. Usually an object with the Resonant trait will have a source.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Object Levitate III
Swift Action; 1/Round; 7 Willpower
No Check; Range: 0-2; Object 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: Bulk 120[MAX]
Bulk 120[MAX]
Item Trait The object must be of or carrying Bulk 120 or less. An object of Bulk 120 is usually medium or large sized and up to a weight of 250 lbs. Examples include many medium to large size animals, large crates (6.5 feet cubed), and adult humans.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Object Levitate IV
Swift Action; 1/Round; 10 Willpower
No Check; Range: 0-2; Object 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: Bulk 250[MAX]
Bulk 250[MAX]
Item Trait The object must be of or carrying Bulk 250 or less. An object of Bulk 250 is usually large to gigantic sized and up to a weight of 800 lbs. Examples include many large size animals, small buildings (15 feet cubed), and up to 4 adult humans.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
,
Surging Dust
Surging Dust
Surging Dust
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Kinesis-focused style that launches liquids or dust at targets to push them with physical force.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Strike
Quick Action; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You lift a pile of dust then slam it into your target to knock them off balance.
vs. Evasion
vs. Evasion
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[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d3 Force damage
Target is Pushed 1 spaces from you.
Surging Crush
Full Action; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
vs. Evasion
vs. Evasion
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1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 Force damage
Target is Pushed 2 spaces from you.
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Water Blast
Quick Action; 3 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
vs. Evasion
vs. Evasion
undefined
[Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Launcher
Full Action; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
You launch dust from below, causing it to spout upwards towards your target.
vs. Evasion
vs. Evasion
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1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 5 Force damage
Target is Pushed 3 spaces upward
Target is Pushed 1 spaces horizontally
Surging Strike II
Quick Action; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You lift a pile of dust then slam it into your target to knock them off balance.
vs. Evasion
vs. Evasion
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1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 2 Force damage
Target is Pushed 1 spaces from you.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Water Blast II
Quick Action; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
vs. Evasion
vs. Evasion
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1d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
1d6 + 4 Force damage
Target is Pushed 2 spaces from you.
Geyser
Full Action; 2 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 4 spaces upward
Target is Pushed 1 spaces horizontally
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Crush II
Full Action; 3 EN; 5 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
vs. Evasion
vs. Evasion
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2d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
5d6 + 10 Force damage
Target is Pushed 2 spaces from you.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Launcher II
Full Action; 4 EN; 7 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
You launch dust from below, causing it to spout upwards towards your target.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 7 Force damage
Target is Pushed 4 spaces upward
Target is Pushed 1 spaces horizontally
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Geyser II
Full Action; 4 EN; 7 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 60 Dust[MIN]
60 Dust[MIN]
Item Trait You must have at least 60 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 60 motes of dust can be contained to a small box about 4 feet cubed.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 6 spaces upward
Target is Pushed 1 spaces horizontally
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Wave
Full Action; 4 EN; 7 Willpower
Kinesis; Range: 1; Line(2H) 3
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 120 Dust[MIN]
120 Dust[MIN]
Item Trait You must have at least 120 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 120 motes of dust can be contained to a small box about 6.5 feet cubed.
You spread dust before you, causing it to surge forward in a wave towards your foes.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
2d6 + 5 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Crush III
Full Action; 5 EN; 10 Willpower
Kinesis; Range: 2-3; 1 Target
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 15 Dust[MIN]
15 Dust[MIN]
Item Trait You must have at least 15 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 15 motes of dust can be contained to a small box about 1.5 feet cubed.
You crush a foe with dust, pushing them away from you.
vs. Evasion
vs. Evasion
undefined
4d3 + [Accuracy] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d6 + 18 Force damage
Target is Pushed 2 spaces from you.
Character Rank 7
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Surging Wave II
Full Action; 6 EN; 10 Willpower
Kinesis; Range: 1; Line(2H) 3
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
Req. Tool Traits: 120 Dust[MIN]
120 Dust[MIN]
Item Trait You must have at least 120 motes of Dust. Dust is always a physical material that is in liquid or gas form like water or mist. Alternatively, dust can be material ground so small that a lot of it can behave like a liquid, for example sand. 120 motes of dust can be contained to a small box about 6.5 feet cubed.
You spread dust before you, causing it to surge forward in a wave towards your foes.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
This technique also targets every space adjacent to the target area except for the user's space.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d6 + 10 + [Accuracy] Force damage
Target is Pushed 3 spaces from you.
?
Materialization Magic
Materialization Magic
Structural Magic
Structural Magic
Structural Magic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure-focused style that makes large structures that can work as paths or walls.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick Action; 3 Willpower
Conjure; Range: 1-5; Space 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create a pile of dust.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Form Path
Quick Action; 1 EN; 3 Willpower
Conjure; Range: 1-5; Spaces 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Requirements: Each target space must be unoccupied by a character.
You create disks of matter that form together to make a path.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 3 disks in the targeted spaces.
Each disk has 10 + [Character Rank x 5] Hit Points.
If a disk is in adjacent spaces they may connect and will be considered one piece. These disks must be connected to solid ground otherwise they fall.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Choose 3 more target spaces.
You create 3 disks in the targeted spaces.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Passage
Quick Action; 2 EN; 5 Willpower
Conjure; Range: 1-5; Spaces 6
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Requirements: Each target space must be unoccupied by a character.
You create disks of matter that form together to make a path.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 6 disks in the targeted spaces.
Each disk has 10 + [Character Rank x 5] Hit Points.
If a disk is in adjacent spaces they may connect and will be considered one piece. These disks must be connected to solid ground otherwise they fall.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Choose 3 more target spaces.
You create 3 disks in the targeted spaces.
Form Pillar
Full Action; 2 EN; 5 Willpower
Conjure; Range: 1-4; Space 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 pillar in the targeted spaces.
Each pillar is 3 spaces high.
Each pillar has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
3d6 + 3 + [Artistry] Force damage
Target is Pushed 3 spaces upwards, on top of the pillar. On failure, the target can choose to enter an adjacent space or raise to the surface of the pillar.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Rampart
Full Action; 3 EN; 5 Willpower
Conjure; Range: 1-3; Line 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 3 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Artistry] Force damage
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Pillar II
Full Action; 3 EN; 7 Willpower
Conjure; Range: 1-4; Space 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 pillar in the targeted spaces.
Each pillar is 3 spaces high.
Each pillar has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
4d6 + 6 + [Artistry] Force damage
Target is Pushed 3 spaces upwards, on top of the pillar. On failure, the target can choose to enter an adjacent space or raise to the surface of the pillar.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Spires
Full Action; 5 EN; 7 Willpower
Conjure; Range: 1-4; Space 5
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 spires in the targeted spaces.
Each spire is 2 spaces high.
Each spire has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
3d6 + 3 + [Artistry] Piercing damage
Target is Pushed 3 spaces upwards, on top of the spire. On failure, the target can choose to enter an adjacent space or raise to the surface of the spire.
Form Wall
Full Action; 4 EN; 7 Willpower
Conjure; Range: 1-3; Spaces 5
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 6 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
Each block must be adjacent to another block.
vs. Evasion
vs. Evasion
undefined
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Spires II
Full Action; 6 EN; 10 Willpower
Conjure; Range: 1-4; Space 5
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 5 spires in the targeted spaces.
Each spire is 2 spaces high.
Each spire has 30 + [Character Rank x 10] Hit Points.
vs. Evasion
vs. Evasion
undefined
4d6 + 6 + [Artistry] Piercing damage
Target is Pushed 3 spaces upwards, on top of the spire. On failure, the target can choose to enter an adjacent space or raise to the surface of the spire.
Character Rank 7
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Fortification
Full Action; 6 EN; 10 Willpower
Conjure; Range: 1-3; Spaces 8
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 9 blocks in the targeted spaces.
Each block is 2 spaces high.
Each block has 30 + [Character Rank x 10] Hit Points.
Each block must be adjacent to another block.
vs. Evasion
vs. Evasion
undefined
Target is Pushed 2 spaces upwards, on top of the block. On failure, the target can choose to enter an adjacent space or raise to the surface of the block.
,
Dust Shaping
Dust Shaping
Dust Shaping
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shape-focused style allowing one to shape dust into any kind of material as the user desires.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Move Dust
Swift Action; 2/Turn
No Check; Range: 1-5
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can move up to 10 Bulk of unrestricted material dust up to 5 spaces, as long as it remains within your range.
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft
Full Action; 1 EN; 3 Willpower
Shape; Range: 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Quickcraft
Quick Action; 2 EN; 3 Willpower
Shape; Range: 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 1 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Dust Material
Full Action; 1 EN; 3 Willpower
Shape; Range: 1-3; Object 1
Traits: Break
Break
Technique Trait This technique breaks apart an object by targeting its materials and reducing it to dust. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique.
Requirements: The target must be an unattended object made of Tier 1 material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft II
Full Action; 2 EN; 5 Willpower
Shape; Range: 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 2 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Area
Full Action; 2 EN; 5 Willpower
Shape; Range: 1; Cone 2
Traits: Break
Break
Technique Trait This technique breaks apart an object by targeting its materials and reducing it to dust. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique.
Requirements: All targets must be unattended objects made of Tier 1 material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Dust Material II
Full Action; 2 EN; 5 Willpower
Shape; Range: 1-3; Object 1
Traits: Break
Break
Technique Trait This technique breaks apart an object by targeting its materials and reducing it to dust. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique.
Requirements: The target must be an unattended object made of Tier 2 or lower material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft III
Full Action; 2 EN
Shape; Range: 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 3 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Material III
Full Action; 2 EN; 7 Willpower
Shape; Range: 1-3; Object 1
Traits: Break
Break
Technique Trait This technique breaks apart an object by targeting its materials and reducing it to dust. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique.
Requirements: The target must be an unattended object made of Tier 3 or lower material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dustcraft IV
Full Action; 3 EN; 10 Willpower
Shape; Range: 1
Traits: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may craft a blueprint using Tier 4 material dust.
The item you craft can be created in an adjacent space or immediately donned into yours or a willing adjacent character's gear slot.
Character Rank 7
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Material IV
Full Action; 3 EN; 10 Willpower
Shape; Range: 1-3; Object 1
Traits: Break
Break
Technique Trait This technique breaks apart an object by targeting its materials and reducing it to dust. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique.
Requirements: The target must be an unattended object made of Tier 4 or lower material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
Energy
,
Conjure Blades
Conjure Blades
Conjure Blades
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure and Throw-focused style allowing one to quickly create blades to strike those near or toss at those afar.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick Action; 3 Willpower
Conjure; Range: 1-5; Space 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create a pile of dust.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Magic Dart
Quick Action; 3 Willpower
Throw; Range: 2-4; 1 Target
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create a dart and toss it.
vs. Evasion
vs. Evasion
undefined
[Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Piercing damage
Magic Spear
Full Action; 3 Willpower
Throw; Range: 2-4; 1 Target
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create a shaft of material then toss it.
vs. Evasion
vs. Evasion
undefined
1d3 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 8 Piercing damage
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spreading Darts
Full Action; 2 EN; 3 Willpower
Conjure; Range: 2-4; Cone 3
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You launch a spread of darts before you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 7 damage
Magic Spear II
Full Action; 2 EN; 5 Willpower
Throw; Range: 2-4; 1 Target
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create a shaft of material then toss it.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] + 1 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 10 Piercing damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spinning Blades
Full Action; 4 EN; 5 Willpower
Conjure; Range: 0; Burst 1
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create blades to spin around yourself.
vs. Evasion
vs. Evasion
undefined
1d6 + [Accuracy] + 3 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 damage
Spreading Darts II
Full Action; 4 EN; 5 Willpower
Conjure; Range: 2-4; Cone 3
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You launch a spread of darts before you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Accuracy] + 3 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Arrows
Full Action; 2 EN; 7 Willpower
Throw; Range: 2-4; 3 Targets
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create three arrows and throw them at three separate targets.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Piercing damage
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Spinning Blades II
Full Action; 5 EN; 7 Willpower
Conjure; Range: 0; Burst 1
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create blades to spin around yourself.
vs. Evasion
vs. Evasion
undefined
2d6 + [Accuracy] + 5 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 damage
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magic Arrows II
Full Action; 4 EN; 10 Willpower
Throw; Range: 2-4; 3 Targets
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create three arrows and throw them at three separate targets.
vs. Evasion
vs. Evasion
undefined
2d3 + [Accuracy] + 2 Piercing damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Piercing damage
,
Clouded Shroud
Clouded Shroud
Clouded Shroud
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Conjure-focused style that creates clouds of obscuring fog that can easily be hidden within, obscure vision, or choke.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Form Dust
Quick Action; 3 Willpower
Conjure; Range: 1-5; Space 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
You create a pile of dust.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create up to 80 motes of dust, enough to fill a 5ft cube space.
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pollen Cloud
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Smoke Cloud
Quick Action; 2 EN; 3 Willpower
Conjure; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sand Cloud
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fog Cloud
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Petal Cloud
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Earthen Shroud
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Obscuring Mist
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Stinking Pollen Cloud
Quick Action; 3 EN; 5 Willpower
No Check; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Choking Cloud
Quick Action; 3 EN; 5 Willpower
Conjure; Range: 1-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Petal Cloud
Quick Action; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ashen Cloud
Quick Action; 4 EN; 7 Willpower
Conjure; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Burn damage
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 4; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Earthen Shroud
Quick Action; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Obscuring Mist
Quick Action; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 4
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 6; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Burning Ash Cloud
Quick Action; 6 EN; 10 Willpower
Conjure; Range: 1-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 3 + [Character Rank x 2] Burn damage
Until the end of the turn, The Target gains +1 Disadvantage on their next
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
,
Geomancy
Geomancy
Geomancy
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Shape-focused style that alters a large amount of terrain into new forms.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ridges
Quick Action; 2 EN; 3 Willpower
No Check; Range: 1-4; Line 12
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
You add grooves to the terrain to make the area less slippery.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area becomes easily climbable and does not require a check to climb.
Any effects in the area considered [Ter_Slippery] are removed.
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cultivate
Full Action; 1 EN; 3 Willpower
No Check; Range: 1; Object 1
Traits: Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You provide nourishment to a plant and accelerate its growth by one day. This acceleration ages the plant's overall life. If the plant is mature it can bear fruit or flower.
Wildwood
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Character Rank 1; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rocky Terrain
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
Character Rank 1; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ice Floor
Quick Action; 3 EN; 3 Willpower
No Check; Range: 1-4; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
You freeze the area and make it slippery.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
Character Rank 2; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Entangle
Full Action; 3 EN; 5 Willpower
Shape; Range: 1-4; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Immobilized Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 2; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tremor
Quick Action; 1 EN; 5 Willpower
Shape; Range: 1-4; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 2; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chilling Floor
Quick Action; 3 EN; 5 Willpower
Shape; Range: 1-4; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
You freeze the area and make it slippery.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Target gains the Chilled Status
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dust Area
Full Action; 2 EN; 5 Willpower
Shape; Range: 1; Cone 2
Traits: Break
Break
Technique Trait This technique breaks apart an object by targeting its materials and reducing it to dust. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique.
Requirements: All targets must be unattended objects made of Tier 1 material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Energy
Character Rank 3; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swamp
Quick Action; 2 EN; 5 Willpower
Shape; Range: 1-4; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Requirements: The area must be filled with at least 1 foot of water.
You mix plants into the area to make it a difficult to traverse swamp.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Sodden].
Definitions: Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it. Sodden is calculated as: 7
Character Rank 3; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Marsh
Quick Action; 2 EN; 5 Willpower
Shape; Range: 1-4; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
; Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Requirements: The area must be filled with dense, grassy terrain.
You mix water into the area to make it a difficult to traverse marsh.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Sodden].
Definitions: Sodden
Sodden
Once per round, when you enter a space that is sodden you lose all remaining spaces of movement as the ground causes you to cling to it. Sodden is calculated as: 7
Character Rank 4; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Large Entangle
Full Action; 4 EN; 7 Willpower
Shape; Range: 1-4; Blast 4
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Immobilized Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 4; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seism
Quick Action; 5 EN; 7 Willpower
Shape; Range: 1-4; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Target gains the Prone Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 4; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freezing Floor
Quick Action; 5 EN; 7 Willpower
Shape; Range: 1-4; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
You freeze the area and make it slippery.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Slippery].
Target gains the Chilled Status
Target gains the Immobilized Status
Definitions: Slippery
Slippery
Once per round, when you move over a space that is slippery, make a DC10 Agility check. On failure, your movement ends and you gain the Prone condition. Slippery is calculated as: 8
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 6; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lava Field
Full Action; 6 EN; 10 Willpower
Shape; Range: 1-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 + [Artistry] Burn damage
Target gains the Aflame Status
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
, Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 7; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Earthquake
Full Action; 6 EN; 10 Willpower
Shape; Range: 1-10; Blast 4
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Harsh].
Choose up to six, 4 line target spaces. These spaces become 6 space deep fissures.
New Targets
New Targets
Characters on the spaces of the fissures become subject to the following.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is now in the open air and can fall.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
If the effect is not made permanent, any fissures cause the earth to raise, causing all inside the fissure to raise to the surface.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Definitions: Harsh
Harsh
When entering a space that is harsh, you spend an additional space of movement. Harsh is calculated as: 4
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Athletics and Physiomancy
Athletics and Physiomancy
Healing Hands
Healing Hands
Healing Hands
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Heal-focused style that allows one to use healing magic to mend wounds and end debilitating conditions.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Aid
Quick Action
No Check; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aromatherapy
Quick Action; 3 Willpower
Heal; Range: 1-5; 1 Target or Self
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You create a flower who's pollen helps focus one's senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target loses the Sickened Status
Definitions: Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Heal
Quick Action; 1 EN; 3 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 1d6 + [Accuracy] Hit Points
Character Rank 1; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cure
Quick Action; 1 EN; 3 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 2 + [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 1d6 + [Accuracy] Hit Points
Character Rank 2; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Heal II
Quick Action; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + [Heal Value] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Purify
Quick Action; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Character Rank 2; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cure II
Quick Action; 3 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + 5 + [Heal Value] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Accuracy] Hit Points
Renewal
Quick Action; 3 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Heal 1 + [Character Rank x 2] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Character Rank 3; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Aromatherapy
Quick Action; 2 EN; 5 Willpower
Heal; Range: 1-5; Blast 1
Traits: None
You create a flower who's pollen helps focus one's senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses the Sickened Status
Definitions: Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Calming Perfume
Quick Action; 1 EN; 5 Willpower
Heal; Range: 1-5; 1 Target
Traits: None
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
Deathward
Quick Action; 1 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Dying Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1 + [Character Rank x 2] Hit Points
Definitions: Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose [20 x CR] HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
Character Rank 3; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Close Wounds
Quick Action; 1 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Dying Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1 + [Character Rank x 2] Hit Points
Definitions: Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose [20 x CR] HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
Character Rank 4; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lifeweave
Full Action; 3 EN; 7 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
If target has a surge, they must spend one and heal [Heal Value] Hit Points
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 3d6 + [Accuracy] Hit Points
Definitions:
Character Rank 4; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Life Cleanse
Full Action; 3 EN; 7 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
If target has a surge, they must spend one and heal 5 + [Heal Value] Hit Points
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 3d6 + [Accuracy] Hit Points
Definitions:
Character Rank 6; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Purge
Quick Action; 3 EN; 10 Willpower
No Check; Range: 1;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
Definitions:
Character Rank 6; Water Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cleanse
Quick Action; 3 EN; 10 Willpower
No Check; Range: 1;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all conditions of your choice
Definitions:
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Surging Power
Surging Power
Surging Power
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style allowing one to power through attacks and provide self buffs.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Forceful Flex
Swift Action; 1/Round; 1 EN
Physique;
Traits: None
You flex and imbue your body with ki, causing your muscles to momentarily double in size as you strike.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Empowered Status
Definitions: Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
Character Rank 1; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Flex
Swift Action; 1/Round; 1 EN
Heal;
Traits: None
You flex and imbue your body with ki, causing your muscles to momentarily double in size as you strike.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Empowered Status
Definitions: Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Defensive Stance
Quick Action; 1/Round; 1 EN
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 2 + [Character Rank] Hit Points
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Character Rank 2; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Earthen Defense
Quick Action; 1/Round; 1 EN
Heal;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Shielded Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 2 + [Character Rank] Hit Points
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
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Traversal
Traversal
Traversal
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style that allows one to bolster move seed and carrying capacity.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dash
Quick Action
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 3 + [Move Charge] Move Charge.
Definitions:
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Kip Up
Swift Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Heavy Carry
Quick Action
No Check;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 50.
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Character Rank 1; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Expeditious
Quick Action; 3 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains [Move Charge] Move Charge.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions:
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Power Lift
Quick Action; 3 Willpower
No Check;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 80.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Climb
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you climb you do not consume 1 additional space of movement upon entering the space.
Fast Swim
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you swim you do not consume 1 additional space of movement upon entering the space.
Character Rank 2; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Lift II
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 200.
Character Rank 3; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Carry
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Carrying Capacity is set to 80 + [Body x 20]
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Free Movement
Swift Action; 1/Round; 1 EN
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Self Haste
Swift Action; 1/Round; 3 EN; 7 Willpower
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Reflow Strike
Quick Action; 1/Round; 2 EN; 7 Willpower
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
Character Rank 4; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Haste
Quick Action; 1/Round; 2 EN
Heal; Range: 1-3; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 5; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Power Lift
Quick Action; 4 EN; 10 Willpower
No Check; Range: 1-3; 3 Targets
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Requirements: Targets may include yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, all targets' carrying capacity increases by 200.
Character Rank 6
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unrestrainable
Swift Action; 1/Round; 2 EN
Heal
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
DC 16
DC 16
Your skill check must meet or exceed this value for the following effects to occur.
You lose the Chilled Status
You lose the Encumbered Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
,
Bounding Leap
Bounding Leap
Bounding Leap
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Physique and Heal-focused style granting one supernatural jumping ability to avoid hazardous terrain and gain height.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leap
Quick Action
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Jump
Quick Action; 3 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Leap II
Quick Action; 1 EN
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Power Spring
Swift Action; 1/Round; 5 Willpower
Heal;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Spring
Swift Action; 1/Round
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Jump II
Quick Action; 1 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Pounce
Swift Action; 1/Round
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
You may Move up to 2 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 4; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Power Pounce
Swift Action; 1/Round; 7 Willpower
Heal;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
You may Move up to 2 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 5; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Power Jump
Quick Action; 2 EN; 7 Willpower
Heal; Range: 1-3; 3 Targets
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Requirements: Targets may include yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
,
Freeform Flight
Freeform Flight
Freeform Flight
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Enchant-focused style allowing one to fly through the air.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wind Step
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Base Speed increases by 1
Wind Fall
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat falls as 4 spaces shorter.
Character Rank 2; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Airglide
Quick Action; 3 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Airlift
Quick Action; 1/Round; 3 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Liftoff
Quick Action; 1/Round; 3 Willpower
Enchant;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hover
Quick Action; 3 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsprint
Swift Action; 1/Round; 1 EN; 5 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 3; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jet
Swift Action; 1/Round; 1 EN; 5 Willpower
Enchant;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 3; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fly
Swift Action; 1/Round; 1 EN; 5 Willpower
No Check;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
Character Rank 4; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Walk on Air
Full Action; 1/Round; 1 EN; 7 Willpower
No Check; Range: 0-1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, Target gains the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 4; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pyroglide
Full Action; 1/Round; 1 EN; 7 Willpower
No Check;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, You gain the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
Character Rank 4; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freeflight
Full Action; 1/Round; 1 EN; 7 Willpower
No Check;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, you may treat all movement as flying.
Until the end of the round, You gain the Float Status
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
Until the end of the round, You gain the Float Status
Definitions: Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
,
Balance
Balance
Balance
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Agility-focused style that gives the user tremendous balance to stay on their feet even in harsh conditions.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dash
Quick Action
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 3 + [Move Charge] Move Charge.
Definitions:
,
Kip Up
Swift Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Cat Fall
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You treat falls as 4 spaces shorter.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tumble
Reaction Action; 1/Round
Agility; Range: 1; 1 Target
Traits: None
Trigger: You are about to become engaged with a character.
Requirements: The target must be the triggering character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You do not become Engaged.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Stat_Engaged
Grab an Edge II
Reaction Action; 1/Round
Agility
Traits: None
Trigger: When you fall or pass an edge or other handhold
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Free Movement
Swift Action; 1/Round; 1 EN
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Solid Footing
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You ignore the traits of Slippery terrain.
Definitions:
Character Rank 6
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Unrestrainable
Swift Action; 1/Round; 2 EN
Heal
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Immobilized Status
DC 16
DC 16
Your skill check must meet or exceed this value for the following effects to occur.
You lose the Chilled Status
You lose the Encumbered Status
Definitions: Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
, Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
,
Sensory Control
Sensory Control
Sensory Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Search and Resonance-focused style that expands ones searching capabilites.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mana Scan
Swift Action; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 1; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ether Scan
Swift Action; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Wood Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Mana Scan
Swift Action; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blindsense
Swift Action; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a character you suspect is in the darkness and Hidden.
You sense creatures through dark sight.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tremorsense
Swift Action; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a character you suspect is on the ground and Hidden.
You sense creatures through vibration.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Ether Scan
Swift Action; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aquasense
Swift Action; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a character you suspect is in the water and Hidden.
You sense creatures through sensing movement in water.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Manasense
Swift Action; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ethersense
Swift Action; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
,
Evasive Maneuvers
Evasive Maneuvers
Evasive Maneuvers
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Agility-focused style granting incredible evasion skills to avoid attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Assign Mark
Swift Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your mark for the next 5 minutes. You can only have one character assigned as your mark at one time.
Assigning a character as your mark allows you to use certain techniques that require a marked target.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Marked Sidestep
Reaction Action; 1/Round; 1 EN
No Check;
Traits: None
Trigger: A character you've marked becomes engaged with you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
Definitions:
Reflexive Defense
Reaction Action; 1/Round; 1 EN
Agility; Range: 1; 1 Target
Traits: None
Trigger: You are about to take Force or Piercing damage from an adjacent character.
Requirements: The target must be the triggering character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Halve the incoming damage.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Uncanny Dodge
Reaction Action; 1/Conflict; 1 EN
No Check;
Traits: None
Trigger: A technique's skill check succeeds vs. your evasion defense.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your evasion defense is considered to be 3 higher. This may cause the technique to fail.
,
Hidden Footing
Hidden Footing
Hidden Footing
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Sneak and Enchant-focused style allowing one to stay hidden in a variety of conditions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Silent Dash
Quick Action
Sneak;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden status.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to [Move Charge] spaces. Your movement does not break your hidden status.
Definitions:
,
,
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Camoflauge
Full Action; 1 EN
No Check;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
You cover yourself with loose material in the environment to blend in.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, as long as the material could blend in with your environment and you have soft cover, you may take the Hide action.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fleeting Shadow
Quick Action
Sneak;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
You lose the Engaged Status
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to [Base Speed] spaces. Your movement does not break your hidden status.
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
,
,
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick Action
Sneak;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
?
Speechcraft
Speechcraft
Charm Unrestrained
Charm Unrestrained
Charm Unrestrained
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Charm-focused style allowing you to manipulate others to your whims, beguiling them for your desires.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full Action
No Check; 1 Target
Traits: None
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Flatter
Swift Action; 1 EN
Charm; Range: 1-5; 1 Target
Traits: None
You drop a well placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Beguile
Full Action
Misdirect; Range: 1-5; 1 Target
Traits: None
You convince them that pleasing you will be enough.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
The target gains the influence, "Inspired to help you" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Magnetic Charm
Full Action; 1 EN
Charm; Range: 1-5; 1 Target
Traits: None
You draw them into your natural charisma.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next time your side increases the target's favor, increase it by an additional 4.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Disarming Gaze
Swift Action; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Traits: None
You form an emotional connection with a look.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
The next Charm skill check you make gains +1 Advantage against this target.
Charming Request
Full Action
No Check; Range: 1-5; 1 Target
Traits: None
Your appeal is clear so you push forth and make your request immediately.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + 12
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pander
Full Action; 3 EN
Charm; Range: 1-5; 1 Target
Traits: None
You play to their desires in an effort to ease them into your own.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains a Request Weakness equal to 3 for your side's next Request check.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flatter II
Swift Action; 1/Round
Charm; Range: 1-5; 1 Target
Traits: None
You easily drop an appropriately placed compliment.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
,
Inspiring Presence
Inspiring Presence
Inspiring Presence
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Inspire-focused style that motivates allies out of bad situations and allows one to gain favor quickly through unmatched enthusiasm.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Insist
Full Action
No Check; 1 Target
Traits: None
You use your natural charisma to inspire action in another with your genuine request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Conviction] + [Favor]
Invigorate
Quick Action; 1 EN
Inspire; Range: 1-5; 1 Target
Traits: None
You offer inspirational words to inspire another to persevere.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Enthusiasm
Quick Action; 2 EN
Inspire; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have the Persevering Condition.
You inspire action in another through great enthusiasm, giving them the courage to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Persevering Status
Target loses any condition of your choice
Target gains the Encouraged Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
,
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Meditate
Swift Action; 1 EN
No Check;
Traits: None
You calm yourself in order to relieve stress.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Charisma] Willpower
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Zeal
Full Action
Inspire; Range: 1-5; 1 Target
Traits: None
You expressively speak on your convictions and why they matter for this situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Favor by 1d3 + 3
Deepen Connection
Quick Action
Empathy; Range: 1-5; 1 Target
Traits: None
Requirements: You must make a statement as part of this action.
You ask another a personal question to gauge their true feelings on the subject.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bravado
Quick Action; 4 EN
No Check;
Traits: None
Your bravery fuels you, granting you inner strength to press on.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Persevering Status
You gain the Encouraged Status
You gain the Hasted Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Motivational Speech
Full Action; 1 EN
Inspire; Burst 5
Traits: None
You expound on the merits of an important subject, inspiring them to your cause.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
The target gains the influence, "Inspired to help you" which is at Low Severity. This influence is removed if the target becomes hostile towards you or the social conflict ends.
Invigorate II
Swift Action; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Traits: None
Your trust in another's ability to persevere can be communicated with a look.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
,
Deft Negotiator
Deft Negotiator
Deft Negotiator
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Rationalize-focused style allowing you to break will to gain others' trust and quickly bring them to the correct decision.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full Will Attack
Rationalize; Range: 1-5; 1 Target
Traits: None
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full Action
No Check; 1 Target
Traits: None
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Diplomacy
Full Will Attack
Rationalize; Range: 1-5; 1 Target
Traits: None
You negotiate politely with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fast Talk
Quick Will Attack; 1 EN
Rationalize; Range: 1-5; 1 Target
Traits: None
You overwhelm them with your quick and misleading speech.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Quick Request
Quick Action; 2 EN
Rationalize; Range: 1-5; 1 Target
Traits: None
You slip in your request as part of your rhetoric.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Make a request check on the target with 1d6 + 2 + [Favor]
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Segue
Swift Action; 1/Round
Rationalize;
Traits: None
Requirements: You used a Social Technique this turn.
You smoothly transition into your next topic.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the turn, The Target gains +1 Advantage on their next Social skill check.
Increase Tension
Quick Will Attack; 1 EN
Rationalize; Range: 1-5; 1 Target
Traits: None
You cause them to squirm with your words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 5 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Receptive Status
Definitions: Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Diplomacy II
Full Will Attack; 1 EN
Rationalize; Range: 1-5; 1 Target
Traits: None
You negotiate tactfully with another, attempting to put on the pressure of a situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
4d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Character Rank 5
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Final Push
Full Action; 1 EN
No Check; Range: 1-5; 1 Target
Traits: None
You make one final request using all of your skill in persuasion to pull it off.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 5
Make a request check on the target with 1d6 + 5 + [Favor]
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Abrasive Wit
Abrasive Wit
Abrasive Wit
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Demoralize-focused style where you use your words to stave off manipulators and taunt them into giving up.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Subvert
Full Action; 1 EN
No Check; Range: 1-5; 1 Target
Traits: None
You downplay another's efforts to exert charm.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by [Charisma]
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dismiss
Full Action
Demoralize; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Indifference
Quick Action; 2 EN
No Check;
Traits: None
Their words don't really matter.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all emotions of your choice
Definitions:
Spite
Full Will Attack; 1 EN
Demoralize; Range: 1-5; 1 Target
Traits: None
You lash out with sharp vitriol.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
4d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ridicule
Full Will Attack; 1 EN
Demoralize; Range: 1-5; 1 Target
Traits: None
You belittle them with taunting words.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
4d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Unfazed
Reaction Will Attack; 1/Round; 2 EN
Demoralize; Range: 1-5;
Traits: None
Trigger: You gain favor from a character
Your complete non-reaction to their charms leaves them perplexed.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 3 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Subvert II
Swift Action; 1/Round; 1 EN
No Check; Range: 1-5; 1 Target
Traits: None
Your glance is enough for your allies to understand your disapproval.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Favor by 1
Character Rank 5
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Redirect Anger
Quick Action; 1/Round; 1 EN
Misdirect; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have the Angered emotion.
"Aren't you angry with the wrong person?"
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
Target gains the Angered Status targeted towards a character of your choice
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
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Tyrannical Voice
Tyrannical Voice
Tyrannical Voice
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
A Demoralize-focused style used to frighten others into submitting themselves to your demands. And if fear doesn't work, anger can do just as well.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Threaten
Quick Will Attack; 1 EN
Demoralize; Range: 1-5; 1 Target
Traits: None
You invoke fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 4 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Build Pressure
Full Will Attack
Rationalize; Range: 1-5; 1 Target
Traits: None
You force another to confront the gravity of the situation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 6 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Proposal
Full Action
No Check; 1 Target
Traits: None
You make a formal request with tact to show your respect of the requestee.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Reason] + [Favor]
Dismiss
Full Action
Demoralize; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to manipulate one's beliefs by implying there is reason to doubt them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You lower the severity of an influence on your target.
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Taunt
Quick Will Attack; 1 EN
Demoralize; Range: 1-5; 1 Target
Traits: None
Your taunts attempt to redirect focus to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 4 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Angered Status targeted towards the caster
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Domineer
Quick Action
No Check;
Traits: None
You bolster your intimidating presence.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next time you reduce Willpower this round, decrease it by an additional 5.
Character Rank 3
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tyrannize
Full Will Attack; 2 EN
Demoralize; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have the Frightened emotion and you are the source.
Fear is so easy to manipulate.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
4d6 + 12 Willpower damage
Target gains the Doubt Status
Definitions: Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
Command
Full Action; 1 EN
No Check; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have the Frightened emotion and you are the source.
You don't merely request, your words demand attention and submission.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + 15
Character Rank 4
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Threaten II
Quick Will Attack; 3 EN
Demoralize; Range: 1-5; 1 Target
Traits: None
You invoke a lot of fear and panic.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Charisma] Willpower damage
Reduce target's Patience by 1
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
5d6 + 10 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Frightened Status targeted towards the caster
Definitions: Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
Character Rank 5
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rage
Quick Action; 4 EN
No Check;
Traits: None
Your fury gives you focus and empowers the harm you can do.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Angered Status targeted towards a character of your choice
You gain the Encouraged Status
You gain the Hasted Status
Definitions: Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
, Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
, Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Calming Empathy
Calming Empathy
Calming Empathy
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
An Empathy-focused style making It hard to attack your willpower due to your tranquil aura. This tranquility even bleeds to others as they find it easy to confide with you.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Tranquility
Full Action; 1 EN
No Check;
Traits: None
You calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2d6 + 3 + [Charisma] Willpower
Character Rank 1
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Appeal
Full Action
No Check; 1 Target
Traits: None
You draw in their attention and follow up with an earnest request.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Intuition ] + [Favor]
Character Rank 2
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Simple Request
Full Action; 2 EN
Empathy; Range: 1-5; 1 Target
Traits: None
You make a gentle request to gauge their interest in helping you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
Make a request check on the target with 1d6 + [Favor]
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Small Talk
Full Action
Charm; Range: 1-5; 1 Target
Traits: None
You engage in casual conversation.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Guidance
Full Action
Charm; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have an influence you can leverage to support your check.
You talk about misconceptions to guide them to your conclusions.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Mindfulness
Reaction Action; 2 EN
Empathy;
Traits: None
Trigger: Your Willpower is reduced but before a Will Break triggers.
Everything will be fine if you relax.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + 5 + [Charisma] Willpower
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Tranquility II
Full Action; 2 EN
No Check;
Traits: None
You quickly calm your mind and release tension.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 2d6 + 6 + [Charisma] Willpower
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sympathy
Quick Action; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
Traits: None
You apologize for all the wasted time.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
Increase target's Patience by 2
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Branched Techniques
Toxic Material
Toxic Material
Toxic Material
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Toxin affinity
Description
Toxin Magic is a Wood-aspected, Conjure-focused branch style that creates acids and poisons.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Trance Pollen
Quick Action; 1 EN; 3 Willpower
Conjure; Range: 1-3; 1 Target
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sleep Spore
Full Action; 3 EN; 5 Willpower
Conjure; Range: 1-3; 1 Target
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Requirements: The target must have the Stunned condition.
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Until you lose focus, Target gains the Unconscious Status
The unconscious condition can be ended by removing the stunned condition.
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Poison Gas
Full Action; 3 EN; 5 Willpower
Conjure; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
1d6 + 3 + [Character Rank x 2] Poison damage
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Stunning Spores
Full Action; 5 EN; 7 Willpower
Conjure; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
Target gains the Stunned Status
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Character Rank 5; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blight
Full Action; 5 EN; 7 Willpower
Conjure; Range: 1-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
1d6 + 3 + [Character Rank x 2] Poison damage
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
Character Rank 6; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blight II
Full Action; 6 EN; 10 Willpower
Conjure; Range: 1-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Fog].
vs. Fortitude
vs. Fortitude
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness.
2d6 + 6 + [Character Rank x 2] Poison damage
Target gains the Sickened Status
Definitions: Fog
Fog
This area is covered in fine particles that are difficult to see through. Everything within is considered to be in soft cover. Fog is calculated as: 6
, Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
,
Mana Control
Mana Control
Mana Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Mana affinity
Description
Mana Magic is a Wood-aspected, Channel-focused branch style that manipulates magic after its cast to mimic or end its effects.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mana Scan
Swift Action; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Ki Charger
Quick Action; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: None
Requirements: The target cannot have been the target of this technique this round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains 1 EN
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Mana Scan
Swift Action; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Arcane Release
Quick Action; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target or Space
Traits: None
Requirements: The target must be under the effects of an [Arcanify] technique.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The effect on the target ends.
Envoke Release
Quick Action; 1/Round; 2 EN; 5 Willpower
Channel; Range: 1; 1 Target or Space
Traits: None
Requirements: The target must be under the effects of an [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The effect on the target ends.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Copy Arcane
Reaction Action; 1/Round; 5 Willpower
Resonance; Range: 0-5
Traits: None
Trigger: An [Arcanify] technique is used within range and does not have the [Focus] trait.
Your skill with reading ether allows you to mimic energy itself, regardless of your aspect.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
Trait_Focus
Break Focus
Full Action; 1/Round; 3 EN; 5 Willpower
Channel; Range: 1-3; 1 Target
Traits: None
Requirements: The target must be focusing on a technique.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
A technique of your choice that is being focused on by the target ends.
Character Rank 4; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Manasense
Swift Action; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Ki Battery
Quick Action; 1/Conflict; 4 EN; 7 Willpower
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains 3 EN
Character Rank 5; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Drain Ki
Quick Action; 1/Round; 1 EN; 7 Willpower
Channel; Range: 1-3; 1 Target
Traits: None
Requirements: The target cannot have been the target of this technique this round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains -1 EN
Character Rank 6; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aided Focus
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Instead of focusing on a technique, you may choose to focus on a character's technique in their stead as long as they are adjacent to you at the start of the round.
Character Rank 7; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Siphon Ki
Quick Action; 1/Conflict; 2 EN; 10 Willpower
Channel; Range: 1-3; 1 Target
Traits: None
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains -2 EN
You gain 3 EN
,
Soul Surge
Soul Surge
Soul Surge
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Soul affinity
Description
Light Magic is a Fire-aspected, Channel and Enchant-focused branch style that manipulates light to create illusions and copy imagery.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Aid
Quick Action
No Check; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
Definitions:
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mend
Quick Action; 1 EN; 3 Willpower
No Check; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + 2 + [Heal Value] + [Accuracy] Hit Points
Sprint
Quick Action; 3 Willpower
Heal; 1 Target or Self
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions:
,
Vault
Quick Action; 3 Willpower
Heal;
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mend II
Quick Action; 3 EN; 5 Willpower
No Check; 1 Target or Self
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 3d6 + 5 + [Heal Value] + [Accuracy] Hit Points
Force Lift
Quick Action; 3 Willpower
No Check;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 80.
Vault II
Quick Action; 1 EN; 5 Willpower
Heal;
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Force Lift II
Quick Action; 2 EN; 5 Willpower
No Check;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, your carrying capacity increases by 200.
Force Carry
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Carrying Capacity is set to 80 + [Body x 20]
Focus Release
Full Action; 1/Round; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
Traits: None
Requirements: The target must be focusing on a technique.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
A technique of your choice that is being focused on by the target ends.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Accelerate
Quick Action; 1/Round; 2 EN; 7 Willpower
Heal; Range: 1-3; 1 Target
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Self Accelerate
Swift Action; 1/Round; 3 EN; 7 Willpower
Heal;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 5; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Life Mending
Full Action; 3 EN; 7 Willpower
No Check; 1 Target or Self
Traits:
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose all conditions of your choice
If target has a surge, they must spend one and heal 2d6 + 5 + [Heal Value] + [Accuracy] Hit Points
Definitions:
Character Rank 6; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Soul Retrieval
5 Minutes Action; 5 EN; 10 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Traits: None
Requirements: The target must have died within the last 5 Minutes.
DC 20
DC 20
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
,
Light Control
Light Control
Light Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Light affinity
Description
Soul Magic is a Fire-aspected, Heal-focused branch style that bolsters the body through empowerment of the soul providing healing and strength.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blur
Quick Action; 2 EN; 3 Willpower
Enchant;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Your form wavers as you layer images of yourself over top of each other.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The next Attack skill check made against you has +1 Disadvantage.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, Attack skill checks made against you have +1 Disadvantage.
Mirage
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Illusion
Illusion
Technique Trait This uses energy to create a visual effect in the target location. The illusion blocks line of sight and provides soft cover to those behind it. Characters with reason to immediately suspect the illusion is false (such as when the illusion appears in front of them) disbelieve it. Otherwise, a character may make a DC 13 Analyze skill check to understand the illusion is false.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You create an illusory duplicate of an image.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Torchlight
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Light].
Definitions: Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 2; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Light Veil
Quick Action; 2 EN; 5 Willpower
Enchant;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status if you do not remain in dim or darker light.
You lose the Invisible status when using any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Light Illusion
Quick Action; 1 EN; 5 Willpower
Channel; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Illusion
Illusion
Technique Trait This uses energy to create a visual effect in the target location. The illusion blocks line of sight and provides soft cover to those behind it. Characters with reason to immediately suspect the illusion is false (such as when the illusion appears in front of them) disbelieve it. Otherwise, a character may make a DC 13 Analyze skill check to understand the illusion is false.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
Character Rank 3; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Torchlight
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Light].
Definitions: Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick Action
Sneak;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Invisibility
Quick Action; 3 EN; 7 Willpower
Enchant;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status when using any technique other than Hide or one that says it will not break invisibility.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status ends.
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Character Rank 5; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Large Illusion
Quick Action; 2 EN; 7 Willpower
Channel; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Illusion
Illusion
Technique Trait This uses energy to create a visual effect in the target location. The illusion blocks line of sight and provides soft cover to those behind it. Characters with reason to immediately suspect the illusion is false (such as when the illusion appears in front of them) disbelieve it. Otherwise, a character may make a DC 13 Analyze skill check to understand the illusion is false.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
Character Rank 6; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wall of Invisibility
Full Action; 4 EN; 10 Willpower
No Check; Range: 1-5; Line 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You create a wall of invisibility to hide anything inside.
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Invisible Status
Characters and objects that leave the area lose the Invisible status.
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
Character Rank 7; Fire Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Huge Illusion
Quick Action; 3 EN; 10 Willpower
Channel; Range: 1-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Illusion
Illusion
Technique Trait This uses energy to create a visual effect in the target location. The illusion blocks line of sight and provides soft cover to those behind it. Characters with reason to immediately suspect the illusion is false (such as when the illusion appears in front of them) disbelieve it. Otherwise, a character may make a DC 13 Analyze skill check to understand the illusion is false.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
DC 17
DC 17
Your skill check must meet or exceed this value for the following effects to occur.
Until you lose focus, You create an image of whatever you wish to appear in the target location. On failure, the image is still created but it is obviously fake.
,
Shadow Control
Shadow Control
Shadow Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Shadow affinity
Description
Shadow Magic is an Earth-aspected, Channel and Enchant-focused branch style that creates darkness to blind, conceal, and harm.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Snuff Light
Quick Action; 3 Willpower
No Check; Range: 0-5; Space 1
Traits: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the conflict, The area is considered [Ter_Darkness].
Until the end of the conflict, Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Cloud of Darkness
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Darkvision
Passive Action
No Check
Traits: None
Your eyes adjust to the absence of light.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can see in the dark out to 15 spaces.
Shadow Walk
Quick Action; 2 EN; 5 Willpower
Enchant;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You gain the Invisible Status
You lose the Invisible status if you do not remain in dim or darker light.
You lose the Invisible status when using any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status ends.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Wall of Darkness
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1-5; Line 9
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Grant Darkvision
Swift Action; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, The target can see in the dark out to 15 spaces.
Character Rank 3; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Cloud of Darkness
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Clouded Eyes
Quick Action; 2 EN; 5 Willpower
Enchant; Range: 1-3; 1 Target
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until you lose focus, Target gains the Blinded Status
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The Blinded condition automatically ends if the target can see in the dark.
Definitions: Blinded
Blinded
Status A blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
Piercing Shadows
Quick Action; 3 EN; 5 Willpower
Channel; Range: 1-10; 1 Target
Traits: None
Requirements: The target must be in dim or darker light.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d6 + 3 Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 4 + [Accuracy] Cold damage
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cloaked Movement
Quick Action
Sneak;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden or invisible status.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to spaces. Your movement does not break your hidden or invisible status.
Definitions:
,
,
,
Character Rank 4; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Shadow Walk
Full Action; 4 EN; 7 Willpower
Enchant; Range: 0; Burst 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Target gains the Invisible Status
Targets lose the Invisible status if they do not remain in dim or darker light.
Targets lose the Invisible status when they use any technique other than Move, Stride, Hide, or one that says it will not break invisibility.
On End Focus
On End Focus
Once focus is ended, the following effects occur.
The invisibility status on all targets ends.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Hidden Status
Target loses the Engaged Status
Definitions: Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
, Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Character Rank 5; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
L. Wall of Darkness
Quick Action; 3 EN; 7 Willpower
No Check; Range: 1-5; Line 24
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Darkness].
Any effects in the area considered [Ter_Light] are removed.
Definitions: Darkness
Darkness
This area is covered in shadow that is difficult to see through. Everything within is considered to be in soft cover and dim light. Darkness is calculated as: 6
, Light
Light
This area is bathed in light. This eliminates darkness in the area. Light is calculated as: 3
Chilling Shade
Quick Action; 5 EN; 7 Willpower
Channel; Range: 1-10; Blast 1
Traits: None
Requirements: The targets must be in dim or darker light.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d6 + 3 Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 2 + [Accuracy] Cold damage
Character Rank 6; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Piercing Shadows II
Quick Action; 5 EN; 10 Willpower
Channel; Range: 1-10; 1 Target
Traits: None
Requirements: The target must be in dim or darker light.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
5d6 + 6 Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 6 + [Accuracy] Cold damage
,
Gravity Force
Gravity Force
Gravity Force
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Gravity affinity
Description
Gravity Magic is an Earth-aspected, Kinesis-focused branch style that creates powerful vertical forces to lift and restrain.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Restrain
Quick Attack; 3 Willpower
Kinesis; Range: 1-3; 1 Target
Traits: None
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Definitions: Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Character Rank 2; Earth Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Featherfall
Reaction Action; 1/Round; 1 EN; 5 Willpower
No Check; Range: 0-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Trigger: You or another character within range jump or fall.
You decrease gravity in an area to allow others to lift themselves.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Liftstream].
Definitions: Liftstream
Liftstream
Characters who make a vertical jump increase their jump height by up to 3 spaces. Characters that end a fall within the area treat falls as 4 spaces shorter. Liftstream is calculated as: 5
Subdue
Quick Attack; 5 Willpower
Kinesis; Range: 1-3; 1 Target
Traits: None
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Encumbered Status
Definitions: Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Character Rank 3; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Pressure
Quick Action; 1/Round; 2 EN; 5 Willpower
Kinesis; Range: 0-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You increase gravity on all within a small area.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
Character Rank 4; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Weighted Terrain
Quick Action; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 0-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You increase gravity on all within a small area.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 5; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Prostration
Full Action; 1/Round; 4 EN; 7 Willpower
Kinesis; Range: 1-5; 1 Target
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You push a foe to their knees.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Artistry] Willpower damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
3d6 + 12 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Encumbered Status
Target gains the Immobilized Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 6; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Prostration
Full Action; 1/Round; 5 EN; 10 Willpower
Kinesis; Range: 0-5; Blast 1
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You increase gravity on all within a small area.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d6 + [Artistry] Willpower damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Prone Status
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 10 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Encumbered Status
Target gains the Immobilized Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 7; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gravity Well
Full Action; 1/Round; 6 EN; 10 Willpower
Kinesis; Range: 0-5; Blast 2
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You create a small orb of gravity to suck your enemies into its center.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
Character Rank 8; Earth Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Black Spiral
Full Action; 1/Round; 7 EN; 15 Willpower
Kinesis; Range: 0-5; Blast 3
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The area is considered [Ter_Heavy].
On Enter
On Enter
As long as this effect persists, the effects below this entry all occur to any character that starts their turn in or enters the affected spaces. The effect can only trigger on a character once per round.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Encumbered Status
Target gains the Immobilized Status
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pulled 1 spaces towards the center of the area
Definitions: Heavy
Heavy
When entering a space that is heavy, you spend an additional space of movement. Heavy is calculated as: 4
, Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
, Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
,
Ether Magic
Ether Magic
Ether Magic
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Ether affinity
Description
Ether Magic is a Metal-aspected, Enchant and Resonance-focused branch style manipulates ether directly to communicate with others, detect magic, and mimic spells.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ether Scan
Swift Action; 1/Round; 3 Willpower
Resonance; Range: 1; Cone 5
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Shimmer
Quick Action; 3 Willpower
Enchant;
Traits: None
Your form wavers as you layer images of yourself over top of each other.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
Ethereal Message
Quick Action; 3 Willpower
No Check; Range: 2-10; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You manipulate ether to send a short message to a nearby person.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Reflection
Quick Action; 1 EN; 3 Willpower
No Check; Range: 1-5; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Illusion
Illusion
Technique Trait This uses energy to create a visual effect in the target location. The illusion blocks line of sight and provides soft cover to those behind it. Characters with reason to immediately suspect the illusion is false (such as when the illusion appears in front of them) disbelieve it. Otherwise, a character may make a DC 13 Analyze skill check to understand the illusion is false.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You create an illusory duplicate of an image.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Wide Ether Scan
Swift Action; 1/Round; 1EN ; 5 Willpower
Resonance; Range: 1; Cone 8
Traits: None
You detect the presence of ether.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Spirit Speaking
Full Action; 1 EN; 5 Willpower
No Check; Range: 0;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may see and speak to spirits from your location out to 1 space.
Large Reflection
Quick Action; 2 EN; 5 Willpower
No Check; Range: 1-5; Blast 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Illusion
Illusion
Technique Trait This uses energy to create a visual effect in the target location. The illusion blocks line of sight and provides soft cover to those behind it. Characters with reason to immediately suspect the illusion is false (such as when the illusion appears in front of them) disbelieve it. Otherwise, a character may make a DC 13 Analyze skill check to understand the illusion is false.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You create an illusory duplicate of an image.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Magnify Reflection
Reaction Action; 1/Round; 1 EN; 5 Willpower
No Check
Traits: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Trigger: You cast Reflection, Large Reflection, or Greater Reflection
You create glass to magnify the size of the reflection.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The size of the blast area increases by 1.
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mirror Images
Quick Action; 3 EN; 5 Willpower
Enchant;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
You create illusory duplicates in your space that mimic your actions to deceive others.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create one illusory duplicate.
Whenever you are targeted by a single target technique, the technique has a 50% chance to completely fail. If it does, one illusory duplicate is destroyed.
This technique ends when all duplicates are destroyed or you end focus on this technique.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
You create two more illusory duplicates.
Mimic Arcane
Reaction Action; 1/Round; 5 Willpower
Resonance; Range: 0-5
Traits: None
Trigger: An [Arcanify] technique is used within range and does not have the [Focus] trait.
Your skill with reading ether allows you to mimic energy itself, regardless of your aspect.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
Trait_Focus
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Ethersense
Swift Action; 1/Round; 7 Willpower
Resonance; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a living character.
You sense creatures through sensing the ether they emit.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Greater Reflection
Quick Action; 3 EN; 7 Willpower
No Check; Range: 1-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Illusion
Illusion
Technique Trait This uses energy to create a visual effect in the target location. The illusion blocks line of sight and provides soft cover to those behind it. Characters with reason to immediately suspect the illusion is false (such as when the illusion appears in front of them) disbelieve it. Otherwise, a character may make a DC 13 Analyze skill check to understand the illusion is false.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
; Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
You create an illusory duplicate of an image.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Choose an object, character, or some other visible phenomenon within sight to be your subject. The image appears in the target location, mimicking all visual aspect of the subject.
Character Rank 5; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Mimic F. Arcane
Reaction Action; 1/Round; 1 EN; 7 Willpower
Resonance; Range: 0-5
Traits: None
Trigger: An [Arcanify] technique is used within range.
DC 16
DC 16
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, you may use the technique once. You must follow all of its normal rules including tier limitations, resource costs, and action costs. You may ignore any aspect requirements.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Trait_Arcanify
,
Blood Flux
Blood Flux
Blood Flux
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Blood affinity
Description
Blood Magic is a Metal-aspected, Heal-focused branch style allowing the manipulation of blood to both paralyze and cleanse.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lacerate
Full Attack; 1 EN; 3 Willpower
Heal; Range: 1-3; 1 Target
Traits: None
You slash at a target's body, causing lacerations to form.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + 6 + [Artistry] Tension damage
Bloodknit
Quick Action; 1 EN; 3 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal [Heal Value] Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 1d6 + [Artistry] Hit Points
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Bloodknit II
Quick Action; 3 EN; 5 Willpower
Heal; Range: 1-3; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If target has a surge, they must spend one and heal 1d6 + [Heal Value] + 3 Hit Points
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
If target has a surge, they must spend one and heal 2d6 + [Artistry] Hit Points
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Stop the Bleeding
Quick Action; 1 EN; 5 Willpower
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses the Dying Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1 + [Character Rank x 2] Hit Points
Definitions: Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose [20 x CR] HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
Attenuate
Quick Action; 1/Round; 2 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
Traits: None
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Blindness
Quick Action; 2 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Until you lose focus, Target gains the Blinded Status
Definitions: Blinded
Blinded
Status A blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
Hold Person
Quick Action; 2 EN; 5 Willpower
Heal; Range: 1-3; 1 Target
Traits: None
Requirements: The target must be a living character.
You freeze a person in place, forcing them to remain paralyzed by your grasp.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Artistry] Willpower damage
4d6 + 8 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 4; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coagulate
Full Attack; 4 EN; 7 Willpower
Heal; Range: 1-3; 1 Target
Traits: None
You twist a foe's blood veins, causing internal pain.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
8d6 + 12 + [Artistry] Tension damage
Character Rank 5; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blood Transfusion
10 Minutes Action; 5 EN; 7 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Traits: None
Requirements: The target must have died within the last 15 Minutes. You must have a nearby character with blood to perform a transfusion.
You transfuse blood into the recently deceased to return them to life.
DC 20
DC 20
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
Character Rank 6; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Seize Persons
Full Action; 4 EN; 10 Willpower
Heal; Range: 1-3; 3 Targets
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Requirements: The targets must be a living characters.
You cause targets to begin to seize involuntarily and lose control of their bodies.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + [Artistry] Willpower damage
5d6 + 10 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Until the end of the round, Target gains the Paralyzed Status
Definitions: Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
Character Rank 7; Metal Affinity
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Cardiac Seizure
Full Action; 4 EN; 15 Willpower
Heal; Range: 1-3; 1 Target
Traits: None
Requirements: The target must have the paralyzed condition.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Lose 1 Vitality
Character Rank 8; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Resurrection
10 Minutes Action; 5 EN; 15 Willpower; 1 Boon
Heal; Range: 1; 1 Target
Traits: None
Requirements: The target must have died within the last hour. You must have a nearby character with blood to perform a transfusion.
You transfuse blood into the recently deceased to return them to life.
DC 21
DC 21
Your skill check must meet or exceed this value for the following effects to occur.
The character returns to life.
,
Sound Control
Sound Control
Sound Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Sound affinity
Description
Sound Magic is a Water-aspected, Channel-focused branch style that allows distant communication and attacking with sound based attacks.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Message
Quick Action; 3 Willpower
No Check; Range: 2-10; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You transfer a silent sound to a target that allows them to respond.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Thunderclap
Full Attack; 3 Willpower
Channel; Range: 2-5; Cone 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Accuracy] Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
1d6 + 3 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Echo Sounds
Full Action; 1 EN; 5 Willpower
No Check; Range: 1 Mile; Space 1
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, You send all sounds at your location to the target.
Echolocation
Swift Action; 1/Round; 5 Willpower
Search; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a character you suspect is Hidden.
You sense creatures through sound.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Sound Blast
Full Attack; 3 EN; 5 Willpower
Channel; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 4 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sculpt Sound
Quick Action; 2 EN; 5 Willpower
Channel; Range: 0-10; Blast 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
;
Technique Trait Seeking techniques completely ignore cover and line of sight, as long as it is physically possible to reach the target. Seeking techniques are usually self-guided, self- propelled, and able to navigate complex environments.
You change the sounds made by a creature or object.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, you can alter the voice of a character or sound in the area. You can also amplify or deaden a sound, or transform one sound into another. All within the area hear the altered sound.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The character cannot tell that the sound is being altered. On failure, even a deadened sound can be heard as a whisper.
Sound Buffer
Quick Action; 2 EN; 5 Willpower
No Check; Range: 0; Blast 5
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
; Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
You ensure those nearby cannot be heard by eavesdroppers.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until you lose focus, Sound cannot pass through the bounds of the area. Those within the area can only hear sounds produced within the area and sounds made in the area cannot be heard outside of the area.
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Thunderclap II
Full Attack; 2 EN; 7 Willpower
Channel; Range: 2-5; Cone 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Accuracy] Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + 5 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 5; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sound Blast II
Full Attack; 5 EN; 7 Willpower
Channel; Range: 2-5; Blast 2
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 3 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
3d6 + [Accuracy] + 6 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
Character Rank 6; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Boom Blast
Full Attack; 6 EN; 10 Willpower
Channel; Range: 2-5; Blast 3
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + 4 Energy damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
2d6 + [Accuracy] + 6 Energy damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target is Pushed 1 spaces from you.
,
Time Control
Time Control
Time Control
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Time affinity
Description
Time Magic is a Water-aspected, Enchant-focused branch style that allows the slowing of time to teleport and prepare actions.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Distortion
Quick Action; 3 Willpower
Enchant;
Traits: None
Your form wavers as you layer images of yourself over top of each other.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Until the end of the round, The next attack skill check made against You gains +1 Disadvantage
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Lethargy
Quick Action; 1/Round; 2 EN; 5 Willpower
Enchant; Range: 1-3; 1 Target
Traits: None
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Stunned Status
Definitions: Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Character Rank 3; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Temporal Reposition
Quick Action; 3 EN; 5 Willpower
Enchant; Range: 1-3; 2 Targets
Traits: None
Requirements: Target may include yourself
You slow the passage of time allowing you to move easily while others remain in place.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to [Move Charge] spaces.
Target gains [Stride Roll] Move Charge.
Definitions:
,
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Blink
Reaction Action; 1/Conflict; 2 EN; 7 Willpower
No Check;
Traits: None
Trigger: A technique's skill check succeeds vs. your evasion defense.
An attack that supposedly hit turns out it hadn't.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Treat the skill check as if it failed beating your evasion defense.
Alacrity
Quick Action; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1-3; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Self Alacrity
Swift Action; 1/Round; 3 EN; 7 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 5; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Stop
Full Action; 1/Conflict; 5 EN; 7 Willpower
Enchant;
Traits: None
You slow the passage of time in an area around you, allowing your actions to be performed fast.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 10 Temporal Movement Actions.
Temporal Movement Actions can only be used to perform the Stride, Jump, and Interact techniques. As soon as you perform any other technique you lose all Temporal Movement Actions.
While performing Temporal Movement Action, you become imperceivable to anyone other than other characters that are able to use the Time branch and those who've acquired Neijing.
DC 17
DC 17
Your skill check must meet or exceed this value for the following effects to occur.
You gain 20 Temporal Movement Actions.
Character Rank 6; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Rewinding Step
Swift Action; 1/Round; 3 EN; 10 Willpower
No Check;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a temporal anchor at your position.
As a reaction, triggered by a character starting their turn, you may return to the space of your temporal anchor as long as you are within 30 spaces of it and no character occupies the space. The temporal anchor is then removed and this technique ends.
vs.
vs.
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur.
The temporal anchor is removed.
Character Rank 7; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Group Quick Stop
Full Action; 1/Conflict; 6 EN; 10 Willpower
Enchant; 3 Targets
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and each target gains 5 Temporal Movement Actions.
Temporal Movement Actions can only be used to perform the Stride, Jump, and Interact techniques. While performing these actions you cannot become engaged. As soon as you perform any other technique you lose all Temporal Movement Actions.
While performing Temporal Movement Action, you become imperceivable to anyone other than other characters that are able to use the Time branch and those who've acquired Neijing.
DC 19
DC 19
Your skill check must meet or exceed this value for the following effects to occur.
You and each target gains 10 Temporal Movement Actions.
Character Rank 8; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Time Stop
Full Action; 1/Conflict; 6 EN; 15 Willpower; 1 Boon
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your turn ends. You immediately gain all benefits from starting a round then start a new turn.
DC 19
DC 19
Your skill check must meet or exceed this value for the following effects to occur.
After completing your turn, you immediately gain all benefits from starting a round then start a new turn.
DC 22
DC 22
Your skill check must meet or exceed this value for the following effects to occur.
After completing the second turn, you immediately gain all benefits from starting a round then start a new turn.
,
Skyfall Arte
Skyfall Arte
Skyfall Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Skyfall affinity
Description
A Grappling and Enchant-focused style that allows one to perform acrobatic maneuvers that strike hard from above.
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Character Rank 1; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windstomp
Quick Attack; 5 Willpower
Grappling; Range: 1; 1 Target
Traits: None
You strike at a foe with a burst of wind, then use the burst to launch yourself away.
vs. Evasion
vs. Evasion
undefined
1d3 + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 1; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flamestomp
Quick Attack; 5 Willpower
Grappling; Range: 1; 1 Target
Traits: None
You launch yourself at a foe with a burning kick, then propel yourself from their body.
vs. Evasion
vs. Evasion
undefined
1d3 + 1 Fire damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Instant Overhead
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
vs. Evasion
vs. Evasion
undefined
5d3 + 4 + [Power] Force damage
Character Rank 2; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Airglide
Quick Action; 3 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Airlift
Quick Action; 1/Round; 3 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Liftoff
Quick Action; 1/Round; 3 Willpower
Enchant;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 3 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Hover
Quick Action; 3 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Character Rank 3; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Windsprint
Swift Action; 1/Round; 1 EN; 5 Willpower
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 3; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jet
Swift Action; 1/Round; 1 EN; 5 Willpower
Enchant;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 2 Move Charge.
Definitions:
Character Rank 3; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Fly
Swift Action; 1/Round; 1 EN; 5 Willpower
No Check;
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you may treat all movement as flying.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Dive Kick
Quick Attack; 3 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d3 + 9 + [Power] Force damage
Any fall damage you had taken by this technique is instead taken by the target.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Instant Overhead II
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
vs. Evasion
vs. Evasion
undefined
8d3 + 8 + [Power] Force damage
Character Rank 6; Wood Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Gusting Dive Kick
Quick Attack; 6 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
13d3 + 24 + [Power] Force damage
Any fall damage you had taken by this technique is instead taken by the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Flaming Dive Kick
Quick Attack; 6 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: You must be at least 1 space above the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You immediately fall.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d3 + 6 + [Power] Force damage
7d3 + 18 Fire damage
Any fall damage you had taken by this technique is instead taken by the target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
Definitions: Fly
Fly
Movement When a character flies they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing flight the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
,
Heavens Reach Arte
Heavens Reach Arte
Heavens Reach Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a HeavensReach affinity
Description
A Grappling and Physique-focused style that gives great jumping mobility to grapple others regardless of where they are.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Grapple
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
You attempt to grapple a character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Jab
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Leap
Quick Action
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 4 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Jumping Grapple
Quick Attack; 1 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target gains the Grappled Status
You gain the Grappled Status
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
, Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Running Lariat
Quick Attack; 3 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 1 Force damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Holding Grapple
Reaction Action; 1/Turn
No Check; 1 Target
Traits: None
Trigger: A character you have grappled attempts to remove the grappled status.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Against the triggering effect, The Target gains +1 Disadvantage on their next skill check.
Follow the Hold
Reaction Action; 1/Round; 1 EN
No Check;
Traits: None
Trigger: A character you have grappled is moved away from you.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Free Move up to 4 spaces towards the grappled character. If you remain adjacent to them, you maintain the grapple.
Leap II
Quick Action; 1 EN
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 6 spaces.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, you treat falls as 4 spaces shorter.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Piledriver
Full Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
8d3 + 4 Force damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Spring
Swift Action; 1/Round
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 3 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Heavenly Throw
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 3 spaces from you.
Target is Pushed 3 spaces vertically.
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Swift Pounce
Swift Action; 1/Round
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
You may Move up to 2 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Aerial Piledriver
Full Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled and both of you must be in the air.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and the target immediately fall.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + [Power] Force damage
14d3 + 9 Force damage
Target gains the Prone Status
Any fall damage you had taken by this technique is instead taken by the target.
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Running Lariat II
Quick Attack; 5 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Free Move up to 3 spaces.
vs. Evasion
vs. Evasion
undefined
4d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
8d3 + 6 Force damage
Target gains the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Aerial Piledriver II
Full Attack; 6 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: The target must be a character you have grappled and both of you must be in the air.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You and the target immediately fall.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
6d3 + [Power] Force damage
22d3 + 12 Force damage
Target gains the Prone Status
Any fall damage you had taken by this technique is instead taken by the target.
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
,
Swaying Palm Arte
Swaying Palm Arte
Swaying Palm Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a SwayingPalm affinity
Description
A Grappling and Agility-focused style that allows one to use consumables quickly to maneuver around the battlefield.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
[Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + 3 Force damage
Kip Up
Swift Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Prone Status
Definitions: Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
Fluid Motion
Swift Action; 1/Round; 5 Willpower
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
Definitions:
,
Sway and Strike
Full Attack; 1 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
6d3 + 5 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 2 spaces.
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab II
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
1d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d3 + 6 Force damage
Sudden Shove
Swift Attack; 1/Round
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 2 spaces from you.
Reposition
Swift Attack; 1/Round
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Tumble
Reaction Action; 1/Round
Agility; Range: 1; 1 Target
Traits: None
Trigger: You are about to become engaged with a character.
Requirements: The target must be the triggering character.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
You do not become Engaged.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Stat_Engaged
Grab an Edge II
Reaction Action; 1/Round
Agility
Traits: None
Trigger: When you fall or pass an edge or other handhold
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
Sway and Strike II
Full Attack; 3 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
4d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
12d3 + 7 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 2 spaces.
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freeflow Blow
Full Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
8d3 + 3 + [Power] Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Jab III
Quick Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
8d3 + 5 Force damage
Swap Sting
Quick Attack; 2 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you.
You and the target swap places as you disorient them with a strike.
vs. Evasion
vs. Evasion
undefined
2d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
4d3 + 4 Force damage
You and the target swap spaces.
Solid Footing
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You ignore the traits of Slippery terrain.
Definitions:
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Freeflow Blow II
Full Attack; 4 EN
Grappling; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you. There must be an unoccupied space adjacent to you.
You use your strength to force another character into another position.
vs. Evasion
vs. Evasion
undefined
4d3 + [Power] Force damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
10d3 + 12 + [Power] Force damage
Target is Force Moved 2 spaces and the target must remain adjacent to you.
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Sway and Strike III
Full Attack; 5 EN
Grappling; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 2 spaces.
vs. Evasion
vs. Evasion
undefined
6d3 + [Power] Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
18d3 + 14 Force damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 2 spaces.
,
Flashcut Arte
Flashcut Arte
Flashcut Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Flashcut affinity
Description
A Finesse-focused style that uses quickdraw attacks to tear through enemies' defenses.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut
Quick Attack
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You slash quickly.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Dash
Quick Action
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 3 + [Move Charge] Move Charge.
Definitions:
,
Vanishing Slash
Quick Attack; 2 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
1d6 + 2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 3 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
Definitions:
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut II
Quick Attack; 2 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 2 Weapon damage
Flashcut Charge
Swift Action; 1/Round; 1 EN
No Check;
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You concentrate ki into your weapon.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create 1 Blade Ki. You may hold up to 3 Blade Ki at once. All Blade Ki disappears at the end of a Conflict.
Flashcut Slash
Full Attack; 1 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You fire off your stored ki in an explosive blast with your strike.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 6 Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Flash Step
Swift Action; 1/Round; 3 EN
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hasted Status
You gain 3 Move Charge.
Definitions: Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
,
Character Rank 5
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut III
Quick Attack; 4 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 5 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Vanishing Slash II
Quick Attack; 4 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
vs. Evasion
vs. Evasion
undefined
2d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 5 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces.
Definitions:
Character Rank 6
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Quick Cut IV
Quick Attack; 6 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
or Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 9 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
5d6 + 12 Weapon damage
Flashcut Slash II
Full Attack; 4 EN
Finesse; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
2d6 + 6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 16 Weapon damage
You may spend any amount of Blade Ki you have available. For each Blade Ki you spend, you deal 1d6+1 weapon damage.
,
Spellblade Arte
Spellblade Arte
Spellblade Arte
?
Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
i
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements You must have a Spellblade affinity
Description
A Skirmish and Enchant-focused style that allows enchanting one's own attacks with magic before striking.
Techniques
Free Techniques
i
Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
None
Character Rank 1
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash
Quick Attack
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 2 Weapon damage
Spellstrike
Full Attack; 1/Round; 1 EN; 3 Willpower
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
3d6 + 6 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
Character Rank 2
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash II
Quick Attack; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
Hindering Spellstrike
Reaction Attack; 1/Round; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You use Spellstrike, Burnstrike, Shockstrike, or Coldstrike.
Requirements: The target must be the target of your Spellstrike, Burnstrike, Shockstrike, or Coldstrike.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 2; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Burnstrike
Reaction Attack; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Burn damage
Character Rank 2; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Shockstrike
Reaction Attack; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Shock damage
Character Rank 2; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Coldstrike
Reaction Attack; 1/Round; 1 EN; 5 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Cold damage
Character Rank 3
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Faltering Blade
Quick Attack; 3 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 3 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Spellbreaker Slash
Full Action; 1/Round; 3 EN; 5 Willpower
Skirmish; Range: 1; 1 Target
Traits: None
Requirements: The target must be focusing on a technique.
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 5 Weapon damage
A technique of your choice that is being focused on by the target ends.
Spellbreak
Full Attack; 1/Round; 3 EN; 5 Willpower
Enchant; Range: 1-3; 1 Target
Traits: None
Requirements: The target must be focusing on a technique.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
A technique of your choice that is being focused on by the target ends.
Character Rank 4
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Slash III
Quick Attack; 4 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
1d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 8 Weapon damage
Spellstrike II
Full Action; 1/Round; 3 EN; 7 Willpower
Skirmish; Range: 1; 1 Target
Traits: None
vs. Evasion
vs. Evasion
undefined
3d6 + 2 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
4d6 + 12 Weapon damage
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Energy
Enchanted Spellstrike
Reaction Attack; 1/Round; 7 Willpower
No Check; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You use Spellstrike II, Firestrike, Joltstrike, or Joltstrike.
Requirements: The target must be the target of your Spellstrike II, Firestrike, Joltstrike, or Joltstrike.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Character Rank 4; Fire Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Firestrike
Reaction Attack; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 Fire damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Aflame Status
Definitions: Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
Character Rank 4; Metal Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Joltstrike
Reaction Attack; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 + 1 Shock damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Jolted Status
Definitions: Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
Character Rank 4; Water Affinity
i
Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Chillstrike
Reaction Attack; 1/Round; 2 EN; 7 Willpower
Enchant; Range: 1; 1 Target
Traits: Arcanify
Arcanify
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into energy. What kind of energy that is formed is variable, but generally wood can create sound, fire creates light, heat or fire, earth creates shadow, metal creates electricity and can mimic energy, and water creates cold or sound. As these effects are energy, they can impart their energy to a subject without disappearing. An object that has caught fire does not extinguish when a technique ends.
Trigger: You hit an adjacent character with an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + 2 Cold damage
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
Target gains the Chilled Status
Definitions: Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
Character Rank 6
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Technique Requirements
Most techniques require you to reach certain requirements to learn them. These requirements are listed here above a list of techniques that meet these restrictions. To learn techniques in this category, check the box in the technique's entry. This checkbox may be disabled if you lack the requirements necessary to learn this technique.
Swift Faltering Blade
Swift Attack; 1/Round; 2 EN
Skirmish; Range: 1; 1 Target
Traits: None
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 + 1 Weapon damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Explosive Spellstrike
Full Attack; 1/Round; 6 EN; 10 Willpower
Skirmish; Range: 1; Line 3
Traits: None
vs. Evasion
vs. Evasion
undefined
2d6 + 4 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + 4 Weapon damage
4d6 + 8 Energy damage
Basic Techniques
Basic Action
Basic Action
Basic Action
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Hide
Quick Action
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
You lose the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Mount
Quick Action
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You climb onto or into an object, usually a vehicle.
Move
Swift Action
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Jump
Quick Action
Physique;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 2 spaces.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to 1 spaces.
You may Move up to 1 spaces.
Definitions: Jump
Jump
Movement To perform a jump you must start from solid ground. When a character jumps they are moving in the air. They are not subjected to terrain effects, however are still subject to on enter effects in any spaces they share. After finishing a jump the character will naturally fall. The technique user can choose to have the character immediately fall or fall at the end of the turn.
Prepare
Quick Action; 1/Round
No Check;
Traits: None
You get ready to take an action at a specific time or when a specific condition is met.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You can prepare any quick action technique and specify a trigger. Until the start of the next round, if the trigger condition occurs, you can use this technique as a reaction.
Interact
Swift Action; 2/Round
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
Detect Ether
Quick Action
Resonance; Range: 1; Cone 5
Traits: None
You detect the presence of ether.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You can confirm if ether is particularly dense in your selected area and if any elemental affinity is present. Usually this will detect living creatures or active magical effects in the area but not specifically where it is. Rarely, this can detect strong ether lingering from the environment itself.
Detect Creature
Quick Action
Search; Range: 1-5; 1 Target
Traits: None
Requirements: Target must be a character you suspect is Hidden.
You try to find a hidden character.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Shove
Quick Attack
Physique; Range: 1; 1 Target
Traits: None
Requirements: Target must be the same Size or smaller than you.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target is Pushed 1 spaces from you.
Stride
Quick Action
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Stride Roll] Move Charge.
You may Move up to [Move Charge] spaces.
Definitions:
,
,
Style Change
Full Action; 1 Boon
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may change your equipped Job and Styles.
Overdrive
Swift Action; 1/Round; 1 Boon
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use one Quick action.
Pass Turn
Full Action; 1/Round
No Check; Range: 1-10; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You allow another character to use a Quick-action Technique.
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Basic Attack
Basic Attack
Basic Attack
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Unarmed Strike
Quick Attack
Grappling; Range: 1; 1 Target
Traits: None
You strike at a target with your body such as a fist or a kick.
vs. Evasion
vs. Evasion
undefined
1 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 Weapon damage
Basic Strike
Quick Attack
Skirmish; Range: 1; 1 Target
Traits: None
You swing a weapon at a target.
vs. Evasion
vs. Evasion
undefined
[Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Throw
Quick Attack
Throw; Range: 2-3; 1 Target
Traits: None
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You throw an object at a target.
vs. Evasion
vs. Evasion
undefined
[Accuracy] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d6 Weapon damage
Heavy Strike
Full Attack
Might; Range: 1; 1 Target
Traits: None
You swing an object with all your might at a foe.
vs. Evasion
vs. Evasion
undefined
1d6 + [Power] Weapon damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Power] Weapon damage
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Basic Maneuver
Basic Maneuver
Basic Maneuver
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Break Free
Quick Action
Physique; Range: 1; 1 Target
Traits: None
Requirements: You have the grappled status.
You attempt to end a grapple or restraining effect by breaking the grappler's grip.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Escape
Quick Action
Agility; Range: 1; 1 Target
Traits: None
Requirements: You have the grappled status.
You attempt to end a grapple or restraining effect by wrigglnig loose.
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
Target loses the Grappled Status
You lose the Grappled Status
Definitions: Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
Move Silently
Quick Action
Sneak;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to 1 spaces. Your movement does not break your hidden status.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You may Move up to [Base Speed] spaces. Your movement does not break your hidden status.
Definitions:
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,
Grab an Edge
Reaction Action; 1/Round
Agility
Traits: None
Trigger: When you fall or pass an edge or other handhold
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
You grab the ledge, potentially stopping your fall.
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Basic Social
Basic Social
Basic Social
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Learn Style
Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Learn Style
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Learn Style
In order to learn techniques in a style, the style must first be learned. To learn this style, check the box to the left. This box may be disabled if you lack the requirements necessary to learn this style, as shown in the style's requirements. Learning a style always costs one Technique Point.
Requirements None
Description
This is a set of actions anyone can perform
Techniques
Free Techniques
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Free Techniques
These techniques are automatically learned when this style is learned. You do not need to spend Technique Points to learn these techniques.
Reassure
Full Social
Inspire; Range: 1-5; 1 Target
Traits: None
You offer words of motivation to help another persevere.
DC 12
DC 12
Your skill check must meet or exceed this value for the following effects to occur.
Target gains the Persevering Status
Definitions: Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
Build Favor
Full Social
Charm; Range: 1-5; 1 Target
Traits: None
You attempt to make a good impression with a specific person.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 1
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Agitate
Quick Action
Demoralize; Range: 1-5; 1 Target
Traits: None
Your words are designed to anger... Slightly.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Charisma] Willpower damage
Reduce target's Patience by 2
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
2d6 + 2 Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Target gains the Flustered Status
Definitions: Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
Emphasize
Full Action
Rationalize; Range: 1-5; 1 Target
Traits: None
Requirements: The target must have an influence you can leverage to support your check. This influence must also be of the severity you wish to change an influence to.
You try to convince another that a held conviction of theirs is more or less important.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Reduce target's Patience by 2
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
You raise or lower the severity of an influence on your target.
Request
Full Action
No Check; Range: 1-5; 1 Target
Traits: None
You make a request of someone, leveraging the favor you've built.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When making your request, you may attempt to bargain at the same time by offering goods, services, or favors. You may also choose to threaten and offering them things they do not want at the risk of angering them. This may increase the results of your request check.
Reduce target's Patience by 3
Make a request check on the target with 1d6 + [Favor]
Sense Motive
Quick Action; 1/Round; 1 EN
Empathy; Range: 1-5; 1 Target
Traits: None
Requirements: Choose a recent topic or situation where you've seen the reaction of the target.
You try to gauge how a recent action, something said, or other situation impacted them.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related influence to the statement is revealed to you. You learn whether the influence is supportive or oppositional.
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Origin
Character Creation
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
⟩⟩
 Build
Pts 0 / 0
 Build
Pts 0 / 0
Origin
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Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
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Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Display Name
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Display Name
This is the name that is displayed when your character speaks.
Intro Name
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Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Background
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Background
This is the background story of your character. Add any details on the character's past here.
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Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Elemental Affinity
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Elemental Affinity
Characters that are able to cast spells have an elemental affinity that ties them to one of the five primary elements. Some techniques require an elemental affinity before they may be taken. Your chosen affinity grants weaknesses and resistances to certain elemental damage types.
Advanced Affinity
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Advanced Affinity
An advanced affinity is a special trait the character may have that allows them to use more magic. This is typically reserved for special characters or player characters. An advanced affinity either comes as an advanced elemental branch allowing the character to cast special magic, or as a secondary element.
Advanced Branch (CR 2)
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Advanced Branch (CR 2)
An advanced branch is a second special trait the character may have that allows them to use more magic. It does not reveal itself until a character has reached Character Rank 2. It always comes as an advanced elemental branch allowing the character to cast special magic.
Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Bonus Attribute Points
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Bonus Attribute Points
These are bonus points granted to spend on Attributes. Player characters typically start with 1 point here
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Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. Here you can set your character's level. You may also spend any advancement points gained from increasing your character level on additional build points for jobs, skills, or techniques.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
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Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Advancement
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Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
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Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: [Character Level]
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Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
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Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Techniques
Knowledge
Training
Exit
Finish
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Training
Training
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Training
Character Creation
Training
Characters can spend time learning new skills in their own free time. In this page you can track your progress learning and potentially gain ranks in knowledge or learn new techniques.
⟩⟩
 Build
Pts 0 / 0
Training
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Conversion
Conversion
PP is used to gain Training Points for your character. You can convert PP into Training Points by using the convert to TP button below.
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Convert To TP
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: [Character Level]
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Knowledge Points
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Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
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Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Techniques
Knowledge
Training
Exit
Finish
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Knowledge
Training
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Knowledge
Character Creation
Knowledge
Knowledge represents information a character knows on a subject. Knowledge can be divided into two categories, languages and lore. Languages are divided by the locations of the world where they are used. Learning a language allows one to speak, read, and write the language. Lore is knowledge of a single broad topic. Whenever you use the Recall Knowledge technique, you will roll with the modifier of an appropriate lore knowledge for the subject you wish to recall knowledge for. When you make a lore check your modifier is equal to your lore's rank + your Character Rank. Lore is divided into categories based on the context of their usage. Each category has a General knowledge that can be trained. Normally, you cannot make a lore check without having an associated lore, however having the general knowledge of the subject will allow it. When making a general lore check, your modifier is equal to your Character Rank. On this page you can see the number of knowledge points you have available to spend on the left column. Each time you spend a knowledge point you may raise the rank of any lore or learn a language. To raise the rank of a lore, you may change the value of a lore with its dropdown. To learn a language you must check the language off on the checkbox. You gain a number of skill points equal to 6 + your Character Rank. You may choose to gain additional knowledge points by spending training points through training on level up.
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 Build
Pts 0 / 0
Language
Walthair Languages
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
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Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
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Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
Aridsha Languages
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
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Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
Khem Languages
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
Colswei Languages
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
Ceres Languages
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
Special Languages
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Lore
Academics Lore
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General Academics
Academics
Academics This represents general education for academic study for the purposes of functioning in modern society. If trained, Academics is calculated as: [Recall] + [Character Rank]
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Health
Health
Academics This covers the study of human physiology and health. If trained, Health is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mana
Mana
Academics The study of ki, ether, and magic. If trained, Mana is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mathematics
Mathematics
Academics Mathematics knowledge represents an understanding of math and calculations. If trained, Mathematics is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Nature
Nature
Academics Nature knowledge grants an understanding of various types of plant life and their uses. If trained, Nature is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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School
School
Academics This knowledge represents information related to schools, famous educators, and forms of education used in the lands. If trained, School is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Spirit
Spirit
Academics Spirit knowledge represents an understanding of how spirits behave, their various forms, their interactions with magic and ether, and their abilities to manifest into the material plane. If trained, Spirit is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Warfare
Warfare
Academics Warfare knowledge covers various tactics used in war and the management of an army. If trained, Warfare is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Zoology
Zoology
Academics This knowledge represents physiological knowledge of living creatures of the world. If trained, Zoology is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Profession Lore
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General Profession
Profession
Profession Profession is the general knowledge of any kind of job, what they do, and how it is performed. If trained, Profession is calculated as: [Recall] + [Character Rank]
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Arboriculture
Arboriculture
Profession Arboriculture is the knowledge of trees, shrubs, and their care, maintenance, and gathering. If trained, Arboriculture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Farming
Farming
Profession Farming knowledge covers all aspects of growing and nurturing plantlife in order to provide food If trained, Farming is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Fishing
Fishing
Profession Fishing knowledge covers all aspects of fishing. If trained, Fishing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Hunting
Hunting
Profession Hunting knowledge imparts wisdom related to tracking, catching, and killing various creatures. If trained, Hunting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Legal
Legal
Profession Legal knowledge imparts a knowledge of general laws common amongst civilizations and the penalties that may be gained from disobeying them. If trained, Legal is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mercantile
Mercantile
Profession Mercantile knowledge grants wisdom related to the buying and selling of goods. If trained, Mercantile is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Mining
Mining
Profession Mining knowledge represents information related to breaking apart rock for material. If trained, Mining is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Craftmanship Lore
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General Craftmanship
Craftmanship
Craftmanship The knowledge of creating items through manipulation of substances and materials. A knowledge check here will help one identify techniques used to create an object but not necessarily how to recreate it. If trained, Craftmanship is calculated as: [Recall] + [Character Rank]
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Alchemy
Alchemy
Craftmanship Alchemy is the science of substances and how they can change. When working with chemicals and material that on their own should not be consumed, Alchemy will typically apply. Alchemy is typically used in the creation of drugs and substances. If trained, Alchemy is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Architecture
Architecture
Craftmanship This knowledge represents a general knowledge about building design, general points of entry, and potential weaknesses. If trained, Architecture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Brewing
Brewing
Craftmanship Brewing is the skill that governs any kind of skill the requires the mixing of ingredients into a drink or broth. If trained, Brewing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Cooking
Cooking
Craftmanship Food is important for survival, so making it enjoyable is a craft of great appreciation. Cooking knowledge gives you the knowledge of different cooking techniques to create meals. If trained, Cooking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Engineering
Engineering
Craftmanship Engineering knowledge represents an understanding of mechanisms and systems to build complex structures and items. If trained, Engineering is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Glassblowing
Glassblowing
Craftmanship When working with and shaping glass, the skill of glassblowing is required. If trained, Glassblowing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Leatherworking
Leatherworking
Craftmanship Leatherworking entails any skills related to skinning and using animal skins for clothing, and items. If trained, Leatherworking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Sculpting
Sculpting
Craftmanship Sculpting allows one to use soft material like clay and shape it into a desired form. If trained, Sculpting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Smithing
Smithing
Craftmanship Smithing is the skill that allows you to shape various materials, usually metal, into tools of combat or other larger metalic items. If trained, Smithing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Weaving
Weaving
Craftmanship Weaving is the skill for putting together and shaping fabrics and cloths into useful material and objects. If trained, Weaving is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Geography Lore
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General Geography
Geography
Geography Geography represents general knowledge of terrains and locations within an area. If trained, Geography is calculated as: [Recall] + [Character Rank]
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Aridsha
Aridsha
Geography This check represents geographical knowledge of Juno and the Aridsha desert region to the west. If trained, Aridsha is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ceres
Ceres
Geography This check represents geographical knowledge of Capitol City and the Ceres plains to the north. If trained, Ceres is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Colswei
Colswei
Geography This check represents geographical knowledge of Liber and the frozen lands of the Colswei in the south. If trained, Colswei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Khem
Khem
Geography This check represents geographical knowledge of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Novus
Novus
Geography This check represents geographical knowledge of Novus and the Blessed Lands beyond the ocean. If trained, Novus is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Walthair
Walthair
Geography This check represents geographical knowledge of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Wayling
Wayling
Geography This check represents geographical knowledge of the central grasslands and marsh of Wayling. If trained, Wayling is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ethereal Plane
Ethereal Plane
Geography Ethereal Plane knowledge represents known methods of entering the plane, its dangers, qualities, and points of interest within the plane. If trained, Ethereal Plane is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
History Lore
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General History
History
History History knowledges represent known history of civilizations and any legends that may exist. If trained, History is calculated as: [Recall] + [Character Rank]
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Aridsha History
Aridsha History
History This check represents history of Juno and the Aridsha desert region to the west. If trained, Aridsha History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ceres History
Ceres History
History This check represents history of Capitol City and the Ceres plains to the north. If trained, Ceres History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Colswei History
Colswei History
History This check represents history of Liber and the frozen lands of the Colswei in the south. If trained, Colswei History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Khem History
Khem History
History This check represents history of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Novus History
Novus History
History This check represents history of Novus and the Blessed Lands beyond the ocean. If trained, Novus History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Walthair History
Walthair History
History This check represents history of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Wayling History
Wayling History
History This check represents history of the central grasslands and marsh of Wayling. If trained, Wayling History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Culture Lore
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General Culture
Culture
Culture Culture knowledge represents information on societal customs, art, and entertainment options. If trained, Culture is calculated as: [Recall] + [Character Rank]
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Art
Art
Culture Art knowledge details information on the world of art and the artists behind famous works of art. If trained, Art is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Etiquette
Etiquette
Culture Etiquette knowledge represents your study of social customs within specific cultures and societies and will help you avoid embarrassing yourself or causing insult. If trained, Etiquette is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Fashion
Fashion
Culture Fashion knowledge focuses on keeping up with clothing and physical beatuy products. If trained, Fashion is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Games
Games
Culture Games knowledge covers general understanding of how many games are played whether they are reliant on cards, dice, or other kinds of chance. If trained, Games is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Music
Music
Culture Music knowledge represents general understanding of sheet music, famous songs and the artists behind them, and an understanding of the industry. If trained, Music is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Scribing
Scribing
Culture Scribing knowledge represents an understanding of how to communicate with the written word and techniques used to write. If trained, Scribing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Theater
Theater
Culture Theater knowledge is the knowledge of the stage, techniques to tell a story, and famous plays. If trained, Theater is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Religion Lore
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General Religion
Religion
Religion Religion knowledge represent known tenets, famous people and creatures of the religion, and information about legends, beliefs, and organizations. If trained, Religion is calculated as: [Recall] + [Character Rank]
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Church of Kongkwei
Church of Kongkwei
Religion The Church of Kongkwei is tied to the creation of the Kingdom of Apollo. It follows the fire god Guong Kongkwei and attempts to follow their goals of expansion and control. If trained, Church of Kongkwei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Guidance
Guidance
Religion The Guidance is one of the oldest religions in the world of Wuxing. They seek to give its people advice in times of hardship through the divinations of spirits. If trained, Guidance is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Life's Circle
Life's Circle
Religion The Life's Circle is the religion of the Novae. It follows the cycle of life and helps determine a person's role in society through reincarnation and destiny. If trained, Life's Circle is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Ocean Court
Ocean Court
Religion The Ocean Court follows the Ocean Queen, Minerra, and her court of gods that ensure her commandments are followed. Those that revere her and her court do so for her protection and luck whether its in her domain at sea or deep in the lands. If trained, Ocean Court is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Sylvan
Sylvan
Religion The Sylvans are a group of powerful spirits that hold dominion over territories across the world. They are creatures of whimsy and chaos, the cause of weather patterns and together, the changing of the seasons. If trained, Sylvan is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
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Zushaon
Zushaon
Religion Many Ceresians follow Zushaon, a tradition of ancestor worship. The religion seeks to offer reverence for those that came before and a desire to find ones own place in the world. If trained, Zushaon is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Advancement
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Advancement
Character Creation
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience.
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 Build
Pts 0 / 0
Advancement
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Conversion
Conversion
Experience Points are used to grant levels to your character. You can convert experience points (XP) into levels by using the convert to levels button below.
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
Convert To Levels
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
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Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Advancement
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Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
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Job Points
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Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
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Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
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Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Jobs
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Jobs
Character Creation
Jobs
Jobs are a unique type of Style which broadly represents a character's role. A job will always grant bonuses to a character's combat or social stats, defenses, and special techniques to determine how the character acts in a conflict. When entering a conflict, only one job may be set at a time. On this page, you can see the number of job points you have available to spend on the left column. Each time you spend a job point you may gain a rank in one job. A job's maximum rank is equal to your Character Rank. Gaining a rank in a job often grants new techniques to use when a job's techniques are active. You gain a number of job points equal to your Character Rank. You may choose to gain additional job points by spending advancement points on level up.
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 Build
Pts 0 / 0
Vanguards
Fighter
Description
The art of war is about being the one that survives to the end and the fighter is the embodiment of this. Armed with methods to self sustain and heal, the fighter is a well spring of sustained combat. The fighter is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the fighter without spending its resources will see the fighter staying more effective. Fighters like having a high body attribute as it increases their HP stat. The fighter doesn't want for any particular skills however might will allow it to use its body attribute to attack as well.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Fighter Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Fighter Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 30 + [Character Rank x 25]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Heal Value increases by 10 + [Character Rank x 2]
Wild Swing
Reaction Action; 1/Round
No Check; 1 Target
Traits: None
Trigger: You deal damage using a melee attack.
You strain your body with your impact, harming both you and your opponent.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3d3 + 1 Weapon damage
1d3 Weapon damage
Tier 2 Techniques
Second Wind
Swift Action; 1/Round
No Check;
Traits: None
You take a breath and refocus your senses.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal 1 + [Character Rank x 2] Hit Points
Heal 1 + [Character Rank x 2] Hit Points
Fast Healing
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You have HP damage and receive HP healing.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Power] Hit Points
Fighter's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Shrug It Off
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You take damage.
You bolster your defenses to take an attack.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
Heal [Character Rank x 2] Hit Points
A high survival weapon specialist that gains bonuses by being healed.
Sentinel
Description
Ever on the lookout for their allies, the sentinel is a protector and wall. The sentinel excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The sentinel's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The sentinel can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the sentinel. Sentinels appreciate both a high body and precision attribute as the former will raise its HP and some of its techniques require the latter. The sentinel will do well with training in the skirmish skill as its techniques key off of it.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Sentinel Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Sentinel Discipline
Passive Action
No Check
Traits: None
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 20 + [Character Rank x 20]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 4
Notice increases by 2 + [Character Rank]
Savior
Reaction Action; 1/Round
No Check; Range: 1-3; 1 Target
Traits: None
Trigger: A character in range is targeted by a melee attack.
You put yourself in harm's way and redirect an attack to yourself.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The triggering defending character free moves 1 space and you enter the defending character's space.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
Definitions: Free Move
Free Move
Movement This is a normal move action however it does not force you to become Engaged until you finish moving.
Tier 2 Techniques
Defender's Strike
Reaction Attack; 1/Round
Skirmish; Range: 1; 1 Target
Traits: None
Trigger: You take damage.
Requirements: You may choose to not have a target.
You retaliate at the aggressor with a swing of your own.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
1d3 + [Power] Weapon damage
Sentinel's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Savior's Reposition
Reaction Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Trigger: You use the Savior Technique.
Requirements: The target must be the defending character of your Savior technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Free Move up to 4 spaces.
Ally Guard
Swift Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
The Shielded condition automatically ends if the target moves away from you.
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
A mobile melee attacker that intercepts attacks and retaliates against the foe.
Bulwark
Description
Bulwarks are masters of conjury as they use their skills to instantly materialize structures. With this skill they create blockades to funnel foes and shield their allies. The Bulwark can gain many benefits when using techniques that use the Materialize trait, however lacks any techniques to do so naturally. The job is created with walls in mind and providing structures for cover. Conjure is a very useful skill for Bulwark as it allows them to provide bonuses to the objects they create. Body is also a great attribute to have as it bolsters their own HP and provides bonuses to the conjure skill.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Bulwark Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Bulwark Discipline
Passive Action
No Check
Traits: None
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 20 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Artistry is set to 3
Brace increases by 4 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Lasting Creations
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, both the maximum duration the technique can be focused on and the duration the material will last increases to 1 hour.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Focus Material
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] and [Materialize] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Tier 2 Techniques
Mold Cover
Reaction Action; 1/Round
Conjure; Range: 1-3; Object 1
Traits: None
Trigger: A character in range is targeted by a melee attack and are adjacent to a structure you have created and are focusing on by using a [Materialize] technique.
Requirements: The target must be a structure you are focusing on that is adjacent to the triggering character.
You shield your ally by pulling a piece of your creation into the line of fire.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Hit Points
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The attacking character must instead attack the triggering structure.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Bulwark's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Permanent Creations
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Materialize] technique, you can pay half of the material cost in gold to make the material permanent by infusing gold into the structure of the material.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Solidify
Reaction Action; 1/Round
Conjure; Range: 1-3;
Traits: None
Trigger: You use a [Materialize] technique to create an object.
Requirements: The target must be every object created by the triggering technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target's current and max HP increases by an amount equal to 3 x your Character Rank.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
The target's current and max HP increases by an amount equal to 5 x your Character Rank.
Definitions: Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
A defensive magic specialist that creates walls to protect allies and provide cover.
Warden
Description
The warden is a master of the ethereal, able to weave it into armor to protect themselves and their allies. By providing temporary shields, a warden is a fluid defender prioritizing charging into battle. The warden has a few ways to defend themselves but especially in melee combat does the full arsenal unlock. As such, learning additional techniques to improve their melee combat is beneficial to the warden. As their mantles are based on the enchant skill, wardens often do well with the skill trained. Like all vanguards, wardens want a high body attribute along with a high quickness for their enchant.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Warden Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Warden Discipline
Passive Action
No Check
Traits: None
A Vanguard's role is on the battlefield, protecting allies and defending against those who would engage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by [Body x 10] + 20 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Armor increases by 2
Base Speed increases by 1
Ethereal Mantle
Swift Action; 1/Round
Enchant;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain a mantle. The mantle has HP equal to 5. When you take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [3 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Tier 2 Techniques
Ally Mantle
Swift Action; 1/Round
Enchant; Range: 1-3; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target gains a mantle. The mantle has HP equal to 5. When the target take HP damage, the mantle absorbs the damage instead until destroyed. Once destroyed, any additional damage is taken to the character.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
The mantle gains additional HP equal to [3 x your Character Rank].
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use this technique, any mantles created by this technique immediately fade.
Warden's Blockade
Quick Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
You provide shielding for yourself or an ally.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
You gain 1 EN
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Tier 3 Techniques
Reprisal Ward
Reaction Action; 1/Round; 2 EN
Enchant; Range: 1-4; 1 Target
Traits: None
Trigger: A mantle you've created takes damage from a melee attack.
Requirements: The target must be the character that attacked your mantle.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank] Energy damage
vs. Brace
vs. Brace
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace.
The target takes HP damage equal to the damage the mantle absorbed. Any damage over the mantle's HP is ignored in this way.
Mantle Shielding
Reaction Action; 1/Round
No Check; Range: 1-4
Traits: None
Trigger: A mantle you've created is destroyed by damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Any damage not taken by the mantle is halved.
A mage that creates mantles around themselves and allies to reduce or negate incoming damage.
Operators
Hunter
Description
Stalking their prey, a hunter is a focused predator of their enemies. By assigning a creature as their quarry, a hunter can track them easily and strike with pinpoint accuracy through any armor they possess. A hunter is best utilized as a ranged attacker and benefits from attacks that keep them at a distance. They also fair very well against heavily armored characters due to their ability to add armor-piercing to their ranged attacks. Giving the hunter training in the shoot skill will always be beneficial as many of its abilities require its use. As such, hunters appreciate a high precision attribute to help support their techniques.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Hunter Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Hunter Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 25 + [Character Rank x 15]
Accuracy is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Assign Quarry
Swift Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The target becomes your quarry for the next 5 minutes. You can only have one character assigned as your quarry at one time. Assigning a character as your quarry allows you to use certain techniques that require a quarry.
Hunter's Mark
Reaction Attack; 1/Round
No Check; Range: 2-6; 1 Target
Traits: None
Trigger: You deal damage to your Quarry.
Requirements: Your target must be your Quarry.
You know how to pinpoint the weaknesses of your mark.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
3 + [Character Rank] Weapon damage
Tier 2 Techniques
Follow-Up Shot
Reaction Attack; 1/Round
Shoot; Range: 2-6; 1 Target
Traits: None
Trigger: An ally uses an Attack on your Quarry.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
2d6 + [Accuracy] Weapon damage
Hunter's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Tier 3 Techniques
Seek Prey
Quick Action
Search; Range: 1-6; 1 Target
Traits: None
Requirements: Your target must be your Quarry and they must be hidden.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +2 Advantage on this skill check.
vs. Hide
vs. Hide
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Hide is your ability to stay quiet and out of sight while you have the hidden status.
Target loses the Hidden Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
Pinpoint
Swift Action; 1/Round; 1 EN
No Check
Traits: None
You focus your aim for a precise shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next Shoot-skill Technique you use has Armor-Piercing.
A ranged attacker that chooses a quarry to hunt down and focus fire.
Sniper
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Sniper Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Sniper Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Accuracy is set to 3
Warding increases by 5 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Hide increases by 2 + [Character Rank]
Veilbreak Sight
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You receive no penalties when attacking through Soft Cover and you may target creatures using Soft Cover to remain Hidden.
Tier 2 Techniques
Longshot
Swift Action; 1/Round; 1 EN
No Check
Traits: None
You focus your aim for a distant shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You may increase the maximum range of the next Shoot-skill Technique you use by up to 3.
Sniper's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Tier 3 Techniques
High Ground Range
Swift Action
No Check; Range: 2-12; 1 Target
Traits: None
Requirements: You must be at least 2 spaces higher in elevation than the chosen target.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may increase the maximum range of the next Shoot-skill Technique you use on the target by up to 2.
Farstrike
Reaction Attack; 1/Round
No Check; Range: 2-12; 1 Target
Traits: None
Trigger: You use an Attack Technique at its maximum range.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 + [Character Rank x 2] Weapon damage
A long range attacker that wants to gain as much distance as possible to attack from safety.
Trooper
Description
Staying guard over their watch, a trooper is a master of keeping guard over an area. Those who enter a trooper's overwatch are bound to be hit with the trooper's variety of techniques. A trooper tends to benefit from ranged techniques of all types, as long as the character can use them within the trooper's medium length range. Troopers tend to prefer a high precision and shoot skill to allow them to make full use of their kit. As such, a trooper should also be built to have a ranged weapon in hand.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Trooper Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Trooper Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Accuracy is set to 3
Brace increases by 2 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by 2 + [Precision] + [Character Rank]
Fortitude increases by 2 + [Character Rank]
Assign Overwatch
Swift Action; 1/Round
No Check; Range: 2-6; Blast 1
Traits: None
You watch over an area for any mobility.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
Quickdraw Instinct
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a quick action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Tier 2 Techniques
Warning Shot
Reaction Attack; 1/Round
No Check; Range: 2-6; 1 Target
Traits: None
Trigger: A character voluntariliy moves into your overwatch.
Requirements: The target must be the triggering character.
Req. Tool Traits: Ammunition
Ammunition
Item Trait This weapon takes ammunition and can fire it.
You fire a quick warning shot to stop them in their tracks.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target ends their movement.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Trooper's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, You gain +1 Advantage on your next Attack roll.
You gain 1 EN
Tier 3 Techniques
Fulldraw Instinct
Full Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the start of the next round, if a character enters your overwatch, you can use a full action technique as a reaction as long as the technique targets the triggering character and the target is within range of the technique.
Assign L. Overwatch
Swift Action; 1/Round
No Check; Range: 2-6; Blast 2
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You assign the area as your overwatch. Assigning an area as your overwatch allows you to perform a variety of job techniques.
Your overwatch grants you +1 Advantage to attack skill checks against any character inside the overwatch whenever it is not your turn. You also gain +1 Advantage on Search skill checks on characters in the overwatch.
Any character that can see you can understand where your overwatch is located.
When you assign an area as your overwatch, any previously assigned overwatch you have active is removed.
A ranged specialist that assigns areas to overwatch and prepare attacks for those that enter their area.
Warmage
Description
By covering the field in explosions, the warmage intends to level groups. They provide methods to improve area attacks allowing them to shield their allies from their attacks. With a lot of emphasis on area attacks, techniques that target bursts, blasts, and cones are always useful to the warmage - but especially any blast abilities. There are a variety of techniques that can create area effects, but damaging ones typically are keyed off of shoot or throw skills. As with all operators, the warmage enjoys some benefit from a high precion attribute.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Warmage Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Warmage Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Accuracy is set to 3
Artistry is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Base Speed increases by 1
Notice increases by [Precision] + [Character Rank]
Sculpt Spell
Reaction Action
No Check; Range: 1-6; 3 Targets
Traits: None
Trigger: You target multiple characters with a single technique.
Requirements: The targets must be among the triggering characters.
You shield your allies with ether to prevent them from taking damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your skill check automatically fails against the selected targets.
Tier 2 Techniques
Spellshielding
Reaction Action; 1/Round; 1 EN
No Check; Range: 1-6; 1 Target
Traits: None
Trigger: You target multiple characters with a single technique. This can trigger before you trigger Sculpt Spell.
Requirements: The target must be among the triggering characters.
You use ether you use to protect allies to also shield them.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Warmage's Aim
Quick Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The Target gains +1 Advantage on their next Attack roll.
You gain 1 EN
Tier 3 Techniques
Enlarge Spell
Swift Action; 1/Round; 1 EN
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The next technique you use that has a target of Blast has its size increased by 1. The technique must not have the [Focus] trait.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
An area attacker that specializes in magic that attacks large groups of people.
Athletes
Rogue
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high quickness to gain a lot of movement. Many rogues will find training in sneak and finesse skills will be advantageous to their job but aren't necessary to succeed.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Rogue Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Rogue Discipline
Passive Action
No Check
Traits: None
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 20]
Power is set to 3
Brace increases by 2 + [Character Rank]
Reflex increases by 5 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Evasion increases by [Character Rank]
Hide increases by 5 + [Character Rank]
Sneak Attack
Swift Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Requirements: An ally must be engaged with the target or you were hidden before you attacked.
Req. Tool Traits: Sharp
Sharp
Item Trait Sharp items have a bladed edge and are durable enough to cut through soft material.
You know how to strike subtly and exploit a foe’s distraction.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
2d3 + [Character Rank x 2] Weapon damage
Tier 2 Techniques
Cover
Reaction Action; 1/Round
No Check
Traits: None
Requirements: You enter a space where you can hide.
You find it exceptionally easy to hide.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Hidden Status
Target loses the Engaged Status
Definitions: Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
, Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
Rogue's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Disengage
Reaction Action; 1/Round
No Check
Traits: None
Trigger: You become engaged to a character.
It's difficult to keep you locked down.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You lose the Engaged Status
You may immediately move a number of spaces up to your Base Move.
Definitions: Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
A cloaking specialist that attacks in melee to exploit damage before ducking back into cover.
Brawler
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high body and quickness attribute. The former as the grappling skill keys off of it while quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the brawler as its main techniques require it.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Brawler Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Brawler Discipline
Passive Action
No Check
Traits: None
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 50 + [Character Rank x 20]
Power is set to 3
Brace increases by 4 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Heal Value increases by 10 + [Character Rank x 5]
Bullet Punch
Swift Attack; 1/Round
Grappling; Range: 1; 1 Target
Traits: None
You make a quick jab.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Power] + 1 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Tier 2 Techniques
Follow-Up Strike
Reaction Attack; 1/Turn
Grappling; Range: 1; 1 Target
Traits: None
Trigger: An adjacent character gains the Hindered condition.
You take advantage of a momentary distraction to swing at the foe's flank.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d3 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Target gains the Hindered Status
Definitions: Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
Brawler's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Reactive Block
Reaction Action; 1/Round
No Check;
Traits: None
Trigger: You take HP damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You halve the damage taken.
A melee mobile attacker that creates and exploits weaknesses in their foes to overwhelm their foes.
Kineticist
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high precision and quickness attribute. Kinesis is always helpful to train as it allows a Kineticist to make full use of their abilities.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Kineticist Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Kineticist Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Accuracy
Brace increases by 2 + [Character Rank]
Def_Warding
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Kinetic Motion
Reaction Action
No Check
Traits: None
Trigger: You deal damage to a character.
You build ki with your attacks to rapidly move.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain 1 Move Charge.
Rapid Redraw
Reaction Action
No Check
Traits: None
Trigger: You throw a Bulk 15 or lighter item.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may immediately draw a Bulk 15 or lighter object that is on your person.
Tier 2 Techniques
Anti-Air Shot
Reaction Attack; 1/Turn
Kinesis; Range: 2-3; 1 Target
Traits: None
Trigger: A character moves through the air.
Req. Tool Traits: Bulk 15[MAX]
Bulk 15[MAX]
Item Trait The object must be of or carrying Bulk 15 or less. An object of Bulk 15 is typically something up to 20 lbs and can easily be carried in both of a person's hands. Examples include large swords, boxes (1.5 feet cubed), a small creature, or many armor pieces.
You immediately launch an object at those approaching from above where you can get a clear shot.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
1d6 Force damage
vs. Reflex
vs. Reflex
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense.
[Power] Force damage
Kineticist's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Kinetic Step
Reaction Action; 1/Round
No Check
Traits: None
Trigger: You gain Move Charge through a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may Move up to [Move Charge] spaces.
Definitions:
,
Ki Dodge
Swift Action; 1/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Dodge Status
Definitions: Dodge
Dodge
Condition Your Evasion defense increases by 12 vs. the next Attack made against you. This triggers even if the attack does not target Evasion. This status ends as soon as this status is triggered or at the end of the round.
A ranged attacker that uses kinetic magic to force their foes to the ground and retain high mobility with thrown attacks.
Labourer
Description
Some tasks simply require sustained effort and the labourer is keenly built to retain their endurance for such situations. With many techniques that allow them to maintain energy, the labourer can keep energy high and hold out to the end of a task. A labourer appreciates training in the endurance skill as it allows them to make full use of all of their techniques, however this is far from a mandatory skill. Much like all athletes, the quickness attribute will help a labourer maintain sustained and fast movement.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Labourer Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Labourer Discipline
Passive Action
No Check
Traits: None
An Athlete prioritizes their speed and reaction speed. It's difficult to catch them with their superior movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 50 + [Character Rank x 20]
Willpower increases by [Character Rank x 10]
Power is set to 3
Accuracy is set to 3
Brace increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Base Speed increases by [Quickness]
Fortitude increases by 2 + [Character Rank]
Long Haul
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you are asked to make an Physique skill check for the purposes of sustained effort, you do so with +2 Advantage.
Pick Up Labour
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Your Interact technique increases its limits to 4/Round.
Tier 2 Techniques
Reserved Focus
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Labourer's Dash
Quick Action; 1/Round
No Check;
Traits: None
You feel more energized with a quick run.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain [Move Charge] Move Charge.
You gain 1 EN
Definitions:
,
Tier 3 Techniques
Lasting Focus
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain a focus effect for up to 2 hours.
Efficient Labour
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When gathering resources, a labourer gathers double the normal amount of resources.
Damage Guard
Swift Action; 1/Round
No Check; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
A brawny worker with strong sustain abilities allowing them to endure powerful abilities and maintain focus.
Waymakers
Bard
Description
Bards are amazing performers that inspire their allies. They have many abilities that grant advantage on skill checks allowing their allies to act at their best capabilities. They also have a great ability to heal Will. A bard works best when it can inspire others, so having additional ways to grant advantages is usually a boon for the bard. Unlike many Advocate jobs, a bard can function well in a battlefield but you may want to find ways to bolster its survivability when doing this. A bard benefits from having training in the Inspire skill as many of its techniques unlock additional effects with a good check. As such, bards tend to appreciate a high conviction attribute.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Bard Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Bard Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Rally
Swift Action; 1/Round
Inspire; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Tier 2 Techniques
Rebound Will
Reaction Action; 1/Round; 2 EN
Inspire; Range: 1-5; 1 Target
Traits: None
Trigger: A character's WILL is reduced to zero but before they trigger a Will Break.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The character is reduced to 1 WILL instead.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
Bard's Focus
Quick Action; 2/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Tier 3 Techniques
Group Rally
Swift Action; 1/Round; 3 EN
Inspire; Range: 1-5; 5 Targets
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the round, The Target gains +1 Advantage on their next skill check.
DC 14
DC 14
Your skill check must meet or exceed this value for the following effects to occur.
Heal [Artistry] Willpower
An entertainer that gives advantages to allies and restores their willpower.
Medic
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the fortify skill as they can provide extra effects with this skill. As such, the intuition attribute can help bolster their heal checks. As with all waymakers, medics also appreciate a good conviction score to improve their willpower.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Medic Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Medic Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Fortitude increases by 4 + [Character Rank]
First Aid
Quick Action
No Check; Range: 1; 1 Target or Self
Traits: None
Req. Tool Traits: Medkit
Medkit
Item Trait A box full of supplies for the purposes of treating injuries.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Heal [Character Rank] Hit Points
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
Tier 2 Techniques
Emergency Care
Reaction Action; 1/Round; 1 EN
No Check; Range: 1; 1 Target or Self
Traits: None
Trigger: A character takes damage.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You heal up to half of the damage taken.
Medic's Focus
Quick Action; 2/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Tier 3 Techniques
Rapid Treatment
Swift Action; 1/Round; 2 EN
Heal; Range: 1; 1 Target or Self
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses any condition of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target loses any condition of your choice
Definitions:
A powerful healer with the use of a medkit that can heal wounds as soon as they are made.
Spellwright
Description
A spellwright is a master of shaping magic which allows one to transmute material quickly into objects and structures. While a spellwright is able to perform marvelous feats to objects, they innately lack any techniques to create them. A spellwright needs access to techniques that will allow them to create objects and structures to make full use of their skills. The shape skill is required to make full use of a spellwright's abilities. Naturally, they also enjoy a high body attribute to further bolster their shape skill. Otherwise, like many Waymakers, conviction is also a strong attribute.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Spellwright Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Spellwright Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by 5 + [Conviction x 3] + [Character Rank x 10]
Accuracy is set to 3
Artistry is set to 3
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Notice increases by 2 + [Character Rank]
Focus Resonant
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] and [Resonator] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Tier 2 Techniques
Shaped Conversion
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you use a [Transmute] or [Resonator] technique, you may treat the technique as if it also has the [Materialize] trait. Instead of targetting an existing material, you create material to replicate the effects in the target area.
Definitions: Kinesis
Kinesis
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source, usually required to be an object. This technique imparts ether into the target, allowing you to manipulate it in some way. Usually this means it can be moved or activated. You grant the target the Resonant trait with you as a source. Other characters are prevented from using a resonating technique on the target while you are the source. If the object is in your space or adjacent to you, you are treated as if you are holding the object. The Resonant trait is removed at the start of the next round unless you maintain focus, or if you dismiss it freely. In order to affect a material with this technique, you must have an affinity to the material.
, Transmute
Transmute
Technique Trait You must have an elemental aspect to use this technique. This technique requires a material source. It modifies or shifts an object's properties by using ether. In order to affect a material with this technique, you must have an affinity to all elements of the material. If you do not, a caster that uses the same technique in the same round on the same material who has access to any missing elements may supplement for the use of this technique. A transmute effect requires 5 minutes of focus for the form to hold and be made permanent, otherwise it reverts to its original form.
, Materialize
Materialize
Technique Trait You must have an elemental aspect to use this technique. This technique forms ether into a material and stabilizes it. The material is determined by your elemental affinity. If you have access to multiple choose one. Wood creates pine, fire creates glass, earth creates granite, metal creates iron, and water creates ice. The material created lasts for 5 minutes or until focus is lost on the technique.
Spellwright's Focus
Quick Action; 2/Round
No Check;
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Tier 3 Techniques
Quicken Craft
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When crafting a blueprint, treat a successful skill check as if it progresses the crafting time by 2 instead of 1.
Unshape
Reaction Action; 1/Round
Shape; Range: 1-5; Object 1
Traits:
Trigger: You use a [Dust] technique on an object.
Requirements: The target must be the triggering object.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
[Artistry] Energy damage
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
1d6 Energy damage
A conjuration mage that shapes material into new forms, allowing them to maintain magic that creates objects and changes the terrain.
Strategists
Scholar
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Scholar Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Scholar Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Recall is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by 2 + [Reason] + [Character Rank]
Factual Reasoning
Quick Action
No Check
Traits: None
You easily back your claims with evidence and research.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Choose a non-General lore that you have ranks in.
Until the end of the conflict, You have +1 advantage on all Rationalize-skill Technique skill checks as long as you can incorporate this lore as part of your use of the technique. It is up to your GM whether you have successfully incorporated a statement.
Each time you use this Technique you may select a new lore. This replaces the previous use of the Technique.
Tier 2 Techniques
Swift Rebuttal
Reaction Action; 1/Round
Rationalize; Range: 1-5; 1 Target
Traits: None
Trigger: A character makes a Rationalize skill check to pass off a lie or inaccuracy as fact.
Requirements: The target must be the triggering character.
Your quick rebuttal shuts down their attempts at deception.
vs. Resolve
vs. Resolve
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions.
The target instead fails their skill check. Any effects of the technique reliant on passing the skill check fail.
Scholar's Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Tier 3 Techniques
Point of Clarity
Reaction Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Requirements: A character fails a lore skill check and you are also trained in the skill.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may attempt the same skill check but with +1 advantage.
A collector of lore that gains bonuses when using their information to inform and detect lies.
Tactician
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
Job Tier
i
Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Tactician Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Tactician Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Reflex increases by 4 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Base Speed increases by 1
Planned Movement
Reaction Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Trigger: A character starts their turn or ends their movement.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Until the end of the turn, The character may Dash once as a swift action.
Ready For Action
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
If you start a conflict with 0 EN, start with 1 EN instead.
Tier 2 Techniques
Defensive Plan
Swift Action; 1/Round; 1 EN
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Shielded Status
Definitions: Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
Commanding Action
Quick Action; 1/Round
Analyze; Range: 1-3; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to [Move Charge] spaces.
Target gains [Stride Roll] Move Charge.
DC 15
DC 15
Your skill check must meet or exceed this value for the following effects to occur.
You allow another character to use a Quick-action Technique.
Definitions:
,
,
Tactician's Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Tier 3 Techniques
Saw That Coming
Reaction Action
Analyze
Traits: None
Trigger: When initiative is rolled and you are surprised.
It's difficult to surprise you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You may participate during the surprise round.
Emergency Positions
Reaction Action; 1/Round; 2 EN
No Check; Range: 1-3; 1 Target
Traits: None
Trigger: You become Engaged with a character.
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target may Move up to [Move Charge] + 3 spaces.
Target gains [Stride Roll] Move Charge.
Definitions:
,
,
A battlefield commander that repositions their allies into the optimal locations to attack.
Detective
Description
Always on the hunt for clues, the detective is a master of analyzing a case. Both skilled in environmental and people analysis, a detective can detect anything out of place and reveal the truths of the world. When it comes to people, a detective is especially skilled at learning a character's motivations and can do with this information as they see fit. A detective gains a variety of ways to learn influences but lacks methods to capitaliize on this information. Learning techniques that allow the detective to reduce a character's willpower can be of a large boon to the detective as their own techniques can reduce it. The analyze skill shows up often in the detective's techniques as it is used both to find clues and analyze people. Having a high reason attribute can help with these checks.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Detective Techniques
i
Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Detective Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 2 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Hide increases by 2 + [Character Rank]
Analytical Mind
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You gain +1 Advantage on Analyze skill checks when looking for clues or tracks.
Lie Detector
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may use Analyze instead of Empathy to discern if a character has lied.
Tier 2 Techniques
Behavioral Insight
Reaction Social; 1/Round
Analyze; Range: 1-5; 1 Target
Traits: None
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related oppositional influence to the statement is revealed to you.
Detective's Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Tier 3 Techniques
Gut Instinct
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary.
The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious.
An investigator that analyzes locations and people to learn their influences and find the truth.
Magus
Description
A master of the envocation, the magus is an area manipulator and trickster. By creating fields, mists, fires, and floods, the magus seeks to spread ether to hinder their foes. The magus has many ways to bolster their envocation techniques; learning some will allow you to take advantage of these benefits. The magus lacks methods to truly defend themselves and benefits well from protection. The channel skill is often used to empower envocation techniques and therefore will always be a great technique for magi. As such, a high intuition is quite beneficial to them.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Magus Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Magus Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Hit Points increases by 20 + [Character Rank x 10]
Willpower increases by [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Warding increases by 4 + [Character Rank]
Reflex increases by 2 + [Character Rank]
Insight increases by 2 + [Character Rank]
Guile increases by 4 + [Character Rank]
Scrutiny increases by [Reason] + [Character Rank]
Focus Envocation
Reaction Action; 1/Round
No Check
Traits: None
Trigger: At round start you have an active [Focus] and [Envoke] technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You may maintain focus on the triggering technique for free.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
, Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Tier 2 Techniques
Shape Envocation
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you create an area of effect with an [Envoke] technique, you may choose any number of spaces that are not part of the area.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
Magus' Advice
Quick Action; 1/Round
No Check; Range: 1; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target gains the Encouraged Status
You gain 1 EN
Definitions: Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
Tier 3 Techniques
Binding Spell
Reaction Action; 1/Round; 1 EN
Channel; Range: 1-4; 1 Target
Traits: None
Trigger: A character is about to leave the area of your [Envoke] technique.
Requirements: The target must be the triggering character.
As they try to escape, you bind them with the latent ether in your envocation.
vs. Warding
vs. Warding
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible.
The target's Move Charge reduces to zero and they immediately stop moving.
Definitions: Envoke
Envoke
Technique Trait This technique creates a persistent effect over an area by frequently converting ether into energy. These techniques always have On Enter effects that occur whenever a character enters the affected zone.
A mage specializing in environmental manipulation, they create fields of arcane energy to hinder foes.
Advocates
Empath
Description
An empath is an expert in helping others reduce the tension in their lives. They can help calm negative emotions and reduce damage against will, even stepping in when times are tough. While an empath can reduce the amount of incoming Will damage, they lack much to progress in a social conflict. Treat them as a defensive tool against aggressive will attacks. As their name suggests, an empath benefits from the empathy skill as many of their techniques become more powerful with successful checks. Similarly, an empath enjoys a high intuition attribute to bolster their empathy skill.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Empath Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Empath Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 20 + [Intuition x 3] + [Character Rank x 15]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 4 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 2 + [Character Rank]
Calming Presence
Swift Action; 1/Round; 3 EN
Empathy; Range: 1-5; 1 Target
Traits: None
Requirements: The target must be a willing character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Target loses all emotions of your choice
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Target gains 1 EN
Definitions:
Tier 2 Techniques
Redirect Tension
Reaction Action; 1/Round
Empathy; Range: 1-3; 1 Target
Traits: None
Trigger: A character in range is targeted by a Will attack.
You interject and take on the tension of the situation instead.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
The original attack is cancelled and the attacking character is forced to remake the attack against you.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
Heal 1d6 + [Charisma] Willpower
Empath's Charm
Quick Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Build Understanding
Reaction Social; 1/Round
Empathy; Range: 1-5; 1 Target
Traits: None
Trigger: A character resists having an influence's severity shifted.
Requirements: The target must be the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Until the end of the turn, Attempts at shifting the severity of the same influence gains +1 advantage.
An emotion expert that calms stress from will attacks and protects from those that would manipulate.
Merchant
Description
The merchant is an expert negotiator. By gaining bonuses when granting favor and having methods to prevent a failed request, a merchant will make the sale - whether its a product or an earnest request. Merchants excel when they are able to increase favor and have methods to accelerate their favor gain. They lack methods to manipulate another's influences so having techniques or another's help in this area is usually fruitful. The charm skill is very helpful to the merchant as it unlocks many of the techniques of the merchant. As such, a high Insight attribute is usually appreciated by a merchant.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Merchant Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Merchant Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Scrutiny increases by 4 + [Character Rank]
Promote
Swift Social; 1/Round
Charm; Range: 1-5; 1 Target
Traits: None
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 2
Tier 2 Techniques
Side Hustle
Reaction Social; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Traits: None
Trigger: Favor increases with a character.
Requirements: The target must be a character that is not the triggering character.
vs. Insight
vs. Insight
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor.
Increase target's Favor by 1d6 + 2
Merchant's Charm
Quick Social; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Rescind Request
Reaction Social; 1/Round; 1 EN
Charm; Range: 1-5; 1 Target
Traits: None
Trigger: You fail a request check with a character but before they leave the social conflict.
Requirements: The target must be the triggering character.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Increase target's Patience by 1
A social expert that convinces others of their requests through charming bargains and tact.
Orator
Description
Orators are excellent at convincing others to follow their whims. With their carefully crafted words, they pull others into their charms and use implication to carve through an argument. The orator is exceptional at attacking another's will and converting it into favor for themselves. They prefer having techniques that compliment this play style, preferring to break anothers' will over anything else. When building an orator, the Misdirect skill is very useful to make their techniques more effective. As such, mesmers tend to enjoy a high conviction attribute. Insight is also great to improve their own willpower.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Orator Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Orator Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Warding increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 4 + [Character Rank]
Guile increases by 2 + [Character Rank]
Freewill increases by 4 + [Character Rank]
Silver Tongue
Swift Will Attack; 1/Round
Misdirect; Range: 1-5; 1 Target
Traits: None
Your implication offers more than your words.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + 2 + [Character Rank] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
Increase target's Favor by 10
Tier 2 Techniques
Evil Eye
Reaction Will Attack; 1/Round
Misdirect; Range: 1-5; 1 Target
Traits: None
Trigger: A character suffers from a Will Break.
Requirements: The target must be the triggering character.
Your piercing look unnerves immediately.
vs. Scrutiny
vs. Scrutiny
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight.
1d6 + [Charisma] Willpower damage
Will Break
Will Break
When a character's Willpower depletes to zero they can suffer from a technique's will break effects. You can choose to not trigger a technique's will break effects. When a will break is triggered, the effects listed occur to the target and then their Willpower restores to full.
This technique does nothing.
Orator's Charm
Quick Social; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Coaxing Request
Passive Social
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
When you perform a Request check, you may treat the technique as if it has the [Brutal] trait.
Definitions: Brutal
Brutal
Effect Trait When this technique's effect has you roll dice, roll all dice twice and take only the highest results.
A socialite that uses misdirection to imply and persuade others into following their requests.
Etherealist
Description
Communicators with spirits and the ethereal, an etherealist is a master of the spirit realm. As much of their communication has come in the form of emotional awareness, they've become excellent readers of ones thoughts and hidden influences. The etherealist gains many techniques that allow them to easily communicate with spirits, however lacks many options to aid themselves directly in conversation. Having a method to reliably make requests is likely to help the etherealist blossom. Both the resonance and empathy skills are very useful to the etherealist as many of their techniques key off of these. As such, intuition is a highly valuable attribute to an etherealist.
Job Tier
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Job Tier
Your job tier represents your skill in this job. Any tier above 0 allows you to choose this job as a set job style. Each tier will unlock the use of additional techniques as shown below. Your maximum job tier in any job is equal to your Character Rank.
Etherealist Techniques
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Job Techniques
These techniques are gained when reaching the listed tier in the job. These techniques often help you perform tasks related to your job.
Tier 1 Techniques
Etherealist Discipline
Passive Action
No Check
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Willpower increases by 5 + [Intuition x 3] + [Character Rank x 10]
Charisma is set to 3 + [Character Rank]
Brace increases by 2 + [Character Rank]
Resolve increases by 2 + [Character Rank]
Insight increases by 5 + [Character Rank]
Freewill increases by 5 + [Character Rank]
Spirit Beacon
Full Action; 1 EN
No Check; Range: 0;
Traits: Focus
Focus
Technique Trait This technique creates an effect that has persistent effects over multiple round as long as you maintain focus. At the beginning of a round you must choose one technique to maintain your focus on if you have any active techniques. Any technique that lacks focus immediately ends. You automatically lose focus after 10 minutes of focusing on a technique.
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
You create a beacon of your location in the spirit realm. This allows you to see spirits out to 10 spaces from your location and speak to them from your beacon. The beacon moves with you as you move.
Pulse Reading
Reaction Action
Empathy; Range: 1-5; 1 Target
Traits: None
Trigger: A technique is used and an oppositional influence penalty is added to the target character's check.
Requirements: The target must be the triggering character.
Detect shifts in emotion by sensing subtle changes in their behaviour.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
Until the end of the round, The next social skill check you use on the target character gains +1 Advantage.
Tier 2 Techniques
Harmonic Appeal
Reaction Social; 1/Round
Empathy; Range: 1-5; 1 Target
Traits: None
Trigger: A technique is used and a supportive influence bonus is added to the target character's check.
Requirements: The target must be the triggering character.
vs. Guile
vs. Guile
Your skill check must meet or exceed the target's listed defense or sense value in order for the below effects to occur. Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them.
A related supportive influence to the statement is revealed to you.
Etherealist's Charm
Quick Action; 1/Round
No Check; Range: 1-5; 1 Target
Traits: None
Effects
Effects
This contains the effects that will occur when this technique is used. There is no skill check necessary.
Increase target's Favor by 1
You gain 1 EN
Tier 3 Techniques
Spirit Walk
Full Action; 1 EN
Resonance; Range: 1; 2 Targets
Traits: None
Requirements: The targets must be willing characters and may include self.
DC 13
DC 13
Your skill check must meet or exceed this value for the following effects to occur.
You transfer the targets' consciousness to the spirit realm. See rules for traversing the spirit realm for more information.
Target gains the Unconscious Status
Definitions: Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
A master of spirit communication that can transport themselves to the ethereal plane.
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Skills
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Skills
Character Creation
Skills
Skills represent a broad application of techniques and ability. Anytime you do anything complex in Wuxing you will be making a skill check to determine your success. In addition, most techniques will require the use of a skill to function. Skills are all tied to one of the six attributes. As a base, a skill modifier is equal to its associated attribute. When you are trained in a skill your modifier increases by 2 + your Character Rank. On this page you can see the number of skill points you have available to spend on the left column. Each time you spend a skill point you may become trained in one skill. To train a skill you must check the skill off on the checkbox. You begin play with 3 skill points and gain an additional 2 at 2nd, 3rd, and 4th level. You gain an additional skill point whenever you increase in Character Rank. You may choose to gain additional skill points by spending advancement points on level up.
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 Build
Pts 0 / 0
Active Skills
Fight
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Finesse (QCK)
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Grappling (BOD)
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
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Might (BOD)
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
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Shoot (PRC)
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Skirmish (PRC)
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Throw (BOD)
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
Cast
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Channel (CNV)
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Conjure (BOD)
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
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Enchant (QCK)
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Heal (INT)
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Kinesis (PRC)
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Shape (RSN)
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
Athletics
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Agility (QCK)
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Physique (BOD)
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
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Sneak (PRC)
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
Social Skills
Persuade
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Charm (INT)
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Inspire (CNV)
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Rationalize (RSN)
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
Cunning
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Demoralize (CNV)
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Empathy (INT)
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Misdirect (CNV)
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
Technical Skills
Craft
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Alchemy (RSN)
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Build (RSN)
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Cook (INT)
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Device
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Palming (QCK)
Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Pilot (QCK)
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Tinker (PRC)
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
Investigate
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Analyze (RSN)
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Resonance (CNV)
Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Search (INT)
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Techniques
Attributes
Skills
Jobs
Advancement
Exit
Finish
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Attributes
Advancement
Techniques
Attributes
Knowledge
Skills
Jobs
Origin
Finish
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Attributes
Character Creation
Attributes
Attributes are the inherent characteristics of your character. Characters have a numerical rating for each attribute, which determines the modifier they grant to skills and affect their derived stats. Attributes range from a +3 bonus to a -1 penalty. Whenever you raise an attribute to a rank you spend an equal number of attribute points. By reducing an attribute below 0, you gain an equal number of attribute points. At most, a character can gain only one attribute point in this way. You gain a number of attribute points equal to 6 + your Character Rank.
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 Build
Pts 0 / 0
Attributes
Body
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Body
Affected Stats
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 35 + [Character Rank x 5] + [Character Level] + [Body]Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body]Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
Precision
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Precision
Affected Stats
Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Precision]Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision]
Quickness
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Quickness
Quickness is your reflexes and your ability to react quickly to situations.
Affected Stats
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 3 + [Quickness]Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
Conviction
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Conviction
Affected Stats
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 15] + + [Conviction]Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction]Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 15] + [Conviction]
Intuition
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Intuition
Affected Stats
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition ]
Reason
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Reason
Affected Stats
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
Actions
Gear
Styles
Character
Chat
Origin
Details
Overview
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Overview
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
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Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Character Data
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
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Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
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Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Go to Advancement
Character Level
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Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Experience
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Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
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Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. In this section you can see how many training points you have gained along with your current PP values. When you are ready, you may also access the training menu which will calculate your current training points and allow you to spend them to learn new knowledge and techniques.
Go to Training
Training Points
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Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: [Character Level]
Progression
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Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Resources
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Boons
Boons
Boons are resources that can be called upon in critical moments via powerful techniques. These boons are usually gained by performing acts of self care and motivation. Boons come in three different variations; Boons of Rest, Savor, and Impulse. These three types of boons have different conditions when they become available. Once a boon is gained you cannot gain another boon of that type until that boon is spent or is expired. As such, you can at most have three boons available at a time. When a technique requires that a boon is spent you may choose to spend any boon you currently have available. If none are available you cannot use the technique.
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Rest
Rest
A boon representing restfulness. This boon is usually gained after finishing a night's rest with at least 6 hours of sleep. This boon can only be gained once every 24 hours. This boon is lost after 24 hours without sleep.
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Savor
Savor
A boon for being well fed. This boon is usually gained not just by eating but rather after enjoying a satisfying, well-cooked meal. See the rules of cooking for more information. This boon can only be gained once every 6 hours. This boon is lost after 24 hours of not eating.
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Impulse
Impulse
A boon for feelings of motivation. This boon is usually gained after performing dramatic actions. This boon can only be gained once every conflict. A boon of impulse is lost in times of extreme duress as determined by your GM.
Character Rank
Character Rank
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Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Max:
General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 35 + [Character Rank x 5] + [Character Level] + [Body]
Max:
Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 15] + + [Conviction]
Max:
Combat
Chakra
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Chakra
Chakra is a source of ki within one's own body. It is the fuel for one's magic and allows them to use magical techniques. Chakra is calculated as: 3 + [Character Rank]
Max:
Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Max:
Healing Surge
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Healing Surge
Life Healing surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. After completing a brief rest, healing surge is restored to full. Healing Surge is calculated as: 2 + [Character Rank]
Max:
Social
Favor
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Favor
Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged by opponents to create a more favorable decision for them. When favor is used for an influence check, you add the target's favor value (capped to half of the persuade DC) to your persuasion check. Favor is calculated as: 30
Max:
Status
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Status
Status
Status
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Blinded
Blinded
Status A blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
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Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
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Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose [20 x CR] HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
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Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
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Ethereal
Ethereal
Status The character is in the spirit realm. If the character has a physical body it is treated as unconscious.
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Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
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Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
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Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
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Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
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Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
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Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
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Restrained
Restrained
Status Restrained characters cannot make any voluntary movements, although involuntary movements are unaffected. Attacks against this creature gain +1 Advantage.
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Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Conditions
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Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
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Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
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Dodge
Dodge
Condition Your Evasion defense increases by 12 vs. the next Attack made against you. This triggers even if the attack does not target Evasion. This status ends as soon as this status is triggered or at the end of the round.
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Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
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Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
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Hasted
Hasted
Condition On your turn, you can perform one additional Quick action. The hasted condition ends at the end of the turn. If you are stunned, both this condition and the stunned condition ends.
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Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
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Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
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Impaired
Impaired
Condition Impaired characters receive +1 Disadvantage on all skill checks.
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Jolted
Jolted
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
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Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
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Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
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Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
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Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are hasted, both this condition and the hasted condition ends.
Emotions
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Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
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Disgusted
Disgusted
Emotion -
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Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
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Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
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Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
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Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
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Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
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Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
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Joyful
Joyful
Emotion -
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Saddened
Saddened
Emotion -
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Surprised
Surprised
Emotion A surprised character can only perform one quick action on their turn. They cannot perform any full actions. Once the character's turn ends, this emotion also ends.
Actions
Gear
Styles
Character
Chat
Origin
Details
Overview
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Details
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
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Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Attributes
Body
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Body
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Precision
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Precision
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Quickness
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Quickness
Quickness is your reflexes and your ability to react quickly to situations.
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Conviction
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Conviction
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Intuition
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Intuition
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Reason
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Reason
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Defense
Brace
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Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]
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Fortitude
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Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]
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Warding
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Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Precision]
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Hide
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Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]
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Reflex
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Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]
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Evasion
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Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 3 + [Quickness]
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Sense
Resolve
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Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]
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Freewill
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Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]
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Insight
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Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]
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Notice
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Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]
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Guile
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Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]
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Scrutiny
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Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]
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General
Hit Points
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Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 35 + [Character Rank x 5] + [Character Level] + [Body]
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Willpower
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Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 15] + + [Conviction]
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Power
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Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body]
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Accuracy
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Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision]
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Artistry
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Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition ]
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Charisma
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Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction]
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Recall
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Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
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Initiative
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Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
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Carrying Capacity
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Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
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Combat
Chakra
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Chakra
Chakra is a source of ki within one's own body. It is the fuel for one's magic and allows them to use magical techniques. Chakra is calculated as: 3 + [Character Rank]
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Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
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Healing Surge
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Healing Surge
Life Healing surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. After completing a brief rest, healing surge is restored to full. Healing Surge is calculated as: 2 + [Character Rank]
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Heal Value
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Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 15] + [Conviction]
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Armor
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Armor
Life Armor reduces up to half of incoming HP damage from a single source by an amount equal to its rating. Armor is typically gained from gear, but techniques can grant armor temporarily. Armor is calculated as: 0
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Hardness
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Hardness
Life Hardness reduces damage from all damage sources by its value.
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Resistance
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Resistance
Life Resistance reduces damage of specific damage types by a value equal to the resistance's type. The resistance calculation happens after armor is applied.
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Weakness
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Weakness
Life Weakness is the opposite of Resistance, increasing damage against you when hit by specific damage types by a value equal to the weakness' type. The weakness calculation happens after armor is applied.
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Base Speed
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Base Speed
Movement Base Speed is the base number of spaces a character can move. This value can never be over a character's Move Potency. Base Speed is calculated as: 3
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Speed Potency
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Speed Potency
Movement Speed Potency is used to determine the maximum number of spaces a character can gain when performing a Stride Roll. Speed Potency is calculated as: 6
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Skills
Agility
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Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Alchemy
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Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Analyze
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Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Build
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Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Channel
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Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Charm
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Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Conjure
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Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
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Cook
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Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Demoralize
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Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Empathy
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Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Enchant
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Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Finesse
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Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Grappling
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Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
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Heal
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Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Inspire
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Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Kinesis
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Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Might
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Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
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Misdirect
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Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Palming
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Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Physique
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Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
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Pilot
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Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
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Rationalize
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Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Resonance
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Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
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Search
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Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
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Shape
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Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
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Shoot
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Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Skirmish
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Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Sneak
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Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Throw
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Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
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Tinker
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Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
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Actions
Gear
Styles
Character
Chat
Origin
Details
Overview
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Origin
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
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Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Origin
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Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
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Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
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Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Intro Name
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Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
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Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
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Age
This represents how old the character is in years.
Gender
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Gender
The gender the character identifies as.
Background
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Background
This is the background story of your character. Add any details on the character's past here.
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Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Elemental Affinity
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Elemental Affinity
Characters that are able to cast spells have an elemental affinity that ties them to one of the five primary elements. Some techniques require an elemental affinity before they may be taken. Your chosen affinity grants weaknesses and resistances to certain elemental damage types.
Advanced Affinity
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Advanced Affinity
An advanced affinity is a special trait the character may have that allows them to use more magic. This is typically reserved for special characters or player characters. An advanced affinity either comes as an advanced elemental branch allowing the character to cast special magic, or as a secondary element.
Advanced Branch (CR 2)
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Advanced Branch (CR 2)
An advanced branch is a second special trait the character may have that allows them to use more magic. It does not reveal itself until a character has reached Character Rank 2. It always comes as an advanced elemental branch allowing the character to cast special magic.
Vitality
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Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Bonus Attribute Points
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Bonus Attribute Points
These are bonus points granted to spend on Attributes. Player characters typically start with 1 point here
Actions
Gear
Styles
Character
Chat
Origin
Details
Overview
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Chat
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Chat
?
Outfits
Outfits
You can add in your character art from here to populate your character's emotes. Press the Plus (+) button below to add a new instance of an outfit. From there you can populate the outfit data with emotes.
New Outfit
Outfit Name
Outfit Emotes
 
Default Emote Name
Default Emote URL
 
Emote Name 2
Emote URL 2
Emote Name 3
Emote URL 3
Emote Name 4
Emote URL 4
Emote Name 5
Emote URL 5
Emote Name 6
Emote URL 6
Emote Name 7
Emote URL 7
Emote Name 8
Emote URL 8
Emote Name 9
Emote URL 9
Emote Name 10
Emote URL 10
Emote Name 11
Emote URL 11
Emote Name 12
Emote URL 12
Emote Name 13
Emote URL 13
Emote Name 14
Emote URL 14
Emote Name 15
Emote URL 15
Emote Name 16
Emote URL 16
Emote Name 17
Emote URL 17
Emote Name 18
Emote URL 18
Emote Name 19
Emote URL 19
Emote Name 20
Emote URL 20
Emote Name 21
Emote URL 21
Emote Name 22
Emote URL 22
Emote Name 23
Emote URL 23
Emote Name 24
Emote URL 24
Emote Name 25
Emote URL 25
Emote Name 26
Emote URL 26
Emote Name 27
Emote URL 27
Emote Name 28
Emote URL 28
Emote Name 29
Emote URL 29
Emote Name 30
Emote URL 30
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Language Select
Language Select
Select your language from the options below. This will change how your message is displayed in chat and also show what language you are using.
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Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
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Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
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Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
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Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
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Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
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Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
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Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
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Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
?
Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
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Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
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Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
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Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
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Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
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Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
?
Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
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Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
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Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
?
Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
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Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
?
Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
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Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
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Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
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Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
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Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
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Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Actions
Gear
Styles
Character
Chat
Origin
Details
Overview
?
Options
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Options
Actions
Gear
Styles
Character
?
Gear
Gear
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hasted
Hindered
Immobilized
Impaired
Jolted
Prone
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Wearables
Owned Wearables
Actions
Bulk
Name
l
Unequip
Delete Entry
Inspect
0
 
Add Item
Add Head Gear
Add Face Gear
Add Chest Gear
Add Arm Gear
Add Leg Gear
Add Foot Gear
Equipped
Head Gear
i
Head Gear
Face Gear
i
Face Gear
Chest Gear
i
Chest Gear
Arm Gear
i
Arm Gear
Leg Gear
i
Leg Gear
Foot Gear
i
Foot Gear
Inspection
Exit
Add
Item Data
Traits:
None
-
-
Item Trait
; -
-
Item Trait
; -
-
Item Trait
; -
-
Item Trait
Crafting Recipe
Base Materials:
Components:
None
-
-
Item
; -
-
Item
; -
-
Item
; -
-
Item
Technique
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits: -
-
Item Trait
and -
-
Item Trait
and -
-
Item Trait
Name
Name
Desc
Effect
Name
Name
Desc
Effect
Name
Name
Desc
Effect
Name
Name
Desc
Effect
Name
Name
Desc
Effect
Name
Name
Desc
Effect
Definitions: Name
Name
Desc0
Name
Name
Desc0
Name
Name
Desc0
Name
Name
Desc0
Items in Group
 
{{#type-Quick}}
{{/type-Quick}} {{#type-Full}}
{{/type-Full}} {{#type-Reaction}}
{{/type-Reaction}} {{#type-Swift}}
{{/type-Swift}} {{#type-Free}}
{{/type-Free}} {{#type-Other}}
{{/type-Other}} {{Displayname}}
{{Name}} {{#Resources}}
{{Resources}}
{{/Resources}} {{#Targeting}}
{{Targeting}}
{{/Targeting}}
{{#Trigger}}
Trigger: {{Trigger}}
{{/Trigger}} {{#Requirement}}
Requirement: {{Requirement}}
{{/Requirement}} {{#ItemTrait0}}
Item Traits: {{#ItemTrait0}}
{{ItemTrait0}} {{ItemTrait0Desc}}
{{/ItemTrait0}} {{#ItemTrait1}} ; or
{{ItemTrait1}} {{ItemTrait1Desc}}
{{/ItemTrait1}} {{#ItemTrait2}} ; or
{{ItemTrait2}} {{ItemTrait2Desc}}
{{/ItemTrait2}} {{#ItemTrait3}} or
{{ItemTrait3}} {{ItemTrait3Desc}}
{{/ItemTrait3}}
{{/ItemTrait0}} {{#type-FunctionBlock}}
{{#FlavorText}}
{{FlavorText}}
{{/FlavorText}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}}
{{/Trait0}}
{{/type-FunctionBlock}}
{{Effect0Name}}
{{Effect0Name}}
{{Effect0Desc}}
{{Effect0}}
{{#Effect1Name}}
{{Effect1Name}}
{{Effect1Name}}
{{Effect1Desc}}
{{/Effect1Name}} {{#Effect1}}
{{Effect1}}
{{/Effect1}} {{#Effect2Name}}
{{Effect2Name}}
{{Effect2Name}}
{{Effect2Desc}}
{{/Effect2Name}} {{#Effect2}}
{{Effect2}}
{{/Effect2}} {{#Effect3Name}}
{{Effect3Name}}
{{Effect3Name}}
{{Effect3Desc}}
{{/Effect3Name}} {{#Effect3}}
{{Effect3}}
{{/Effect3}} {{#Effect4Name}}
{{Effect4Name}}
{{Effect4Name}}
{{Effect4Desc}}
{{/Effect4Name}} {{#Effect4}}
{{Effect4}}
{{/Effect4}} {{#Effect5Name}}
{{Effect5Name}}
{{Effect5Name}}
{{Effect5Desc}}
{{/Effect5Name}} {{#Effect5}}
{{Effect5}}
{{/Effect5}}
{{#Def0}}
Definitions: {{Def0}}
{{Def0}}
{{Def0Desc}}
{{#Def1}} , {{Def1}}
{{Def1}}
{{Def1Desc}}
{{/Def1}} {{#Def2}} , {{Def2}}
{{Def2}}
{{Def2Desc}}
{{/Def2}} {{#Def3}} , {{Def3}}
{{Def3}}
{{Def3Desc}}
{{/Def3}}
{{/Def0}} {{#targetData}}
{{#consumeData}}[Consume Resources]({{consumeData}}){{/consumeData}} [Choose Targets]({{targetData}}$$@{target||token_id})
{{/targetData}}
{{Targets}} {{Name}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}} {{#Trait4}}
{{Trait4}} {{Trait4Desc}}
{{/Trait4}} {{#Trait5}}
{{Trait5}} {{Trait5Desc}}
{{/Trait5}}
{{/Trait0}} {{#WpnTrait0}}
{{#WpnTrait0}} Weapon Traits:
{{WpnTrait0}} {{WpnTrait0Desc}}
{{/WpnTrait0}} {{#WpnTrait1}}
{{WpnTrait1}} {{WpnTrait1Desc}}
{{/WpnTrait1}} {{#WpnTrait2}}
{{WpnTrait2}} {{WpnTrait2Desc}}
{{/WpnTrait2}} {{#WpnTrait3}}
{{WpnTrait3}} {{WpnTrait3Desc}}
{{/WpnTrait3}} {{#WpnTrait4}}
{{WpnTrait4}} {{WpnTrait4Desc}}
{{/WpnTrait4}} {{#WpnTrait5}}
{{WpnTrait5}} {{WpnTrait5Desc}}
{{/WpnTrait5}}
{{/WpnTrait0}} {{#WpnAbility0}}
Abilities: {{#WpnAbility0}}
{{WpnAbility0}} {{WpnAbility0Desc}}
{{/WpnAbility0}} {{#WpnAbility1}}
{{WpnAbility1}} {{WpnAbility1Desc}}
{{/WpnAbility1}} {{#WpnAbility2}}
{{WpnAbility2}} {{WpnAbility2Desc}}
{{/WpnAbility2}} {{#WpnAbility3}}
{{WpnAbility3}} {{WpnAbility3Desc}}
{{/WpnAbility3}} {{#WpnAbility4}}
{{WpnAbility4}} {{WpnAbility4Desc}}
{{/WpnAbility4}} {{#WpnAbility5}}
{{WpnAbility5}} {{WpnAbility5Desc}}
{{/WpnAbility5}}
{{/WpnAbility0}}
{{#type-CheckBlock}}
{{#skillRoll}}
{{skillRoll}} {{skillDetails}}
vs.
{{defSkillRoll}} {{defSkillDetails}}
{{/skillRoll}} {{#DamageString}}
Damage: {{DamageString}}
{{/DamageString}} {{#armor}}
Defense Armor: {{armor}}
{{/armor}}
{{/type-CheckBlock}} {{#type-DescBlock}}
{{#Desc}}
{{Desc}}
{{/Desc}} {{#OnHit}}
On Hit: {{OnHit}}
{{/OnHit}}
{{/type-DescBlock}}
 
[text]({{image}})
{{Displayname}} {{rname}}
{{#action0}} {{/action0}} {{#action1}} {{/action1}} {{#action2}} {{/action2}} {{#action3}} {{/action3}} {{#actionR}} {{/actionR}} {{#action}} {{action}} {{/action}}
{{#trait0}}
Traits
{{#trait0}}
[{{trait0}}] {{trait0Desc}}
{{/trait0}} {{#trait1}}
[{{trait1}}] {{trait1Desc}}
{{/trait1}} {{#trait2}}
[{{trait2}}] {{trait2Desc}}
{{/trait2}} {{#trait3}}
[{{trait3}}] {{trait3Desc}}
{{/trait3}} {{#trait4}}
[{{trait4}}] {{trait4Desc}}
{{/trait4}} {{#trait5}}
[{{trait5}}] {{trait5Desc}}
{{/trait5}}
{{/trait0}} {{#conditionals}} {{#trigger}}
Trigger: {{trigger}}
{{/trigger}} {{#req}}
Requirements: {{req}}
{{/req}} {{#range}}
Range: {{range}} {{#area}}; Area: {{area}}{{/area}} {{#targets}}; Targets: {{targets}}{{/targets}}
{{/range}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{/conditionals}} {{#description}} {{#conditionals}}
{{/conditionals}}
{{description}}
{{/description}} {{#check}}
{{check}}
{{#check1}} {{check}}: {{/check1}} {{^check1}} Check: {{/check1}} {{#checkRoll}}{{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} | {{r2}}{{/checkRoll}} {{^checkRoll}}DC {{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} {{/checkRoll}} {{#checkDef}}{{#checkRoll}} vs. {{/checkRoll}}{{checkDef}}{{/checkDef}} {{#check1}}
{{check1}}: {{check1r1}} | {{check1r2}}
{{/check1}} {{#check2}}
{{check2}}: {{check2r1}} | {{check2r2}}
{{/check2}} {{#check3}}
{{check3}}: {{check3r1}} | {{check3r2}}
{{/check3}} {{#check4}}
{{check4}}: {{check4r1}} | {{check4r2}}
{{/check4}} {{#check5}}
{{check5}}: {{check5r1}} | {{check5r2}}
{{/check5}} {{#check6}}
{{check6}}: {{check6r1}} | {{check6r2}}
{{/check6}} {{#check7}}
{{check7}}: {{check7r1}} | {{check7r2}}
{{/check7}} {{#check8}}
{{check8}}: {{check8r1}} | {{check8r2}}
{{/check8}} {{#check9}}
{{check9}}: {{check9r1}} | {{check9r2}}
{{/check9}} {{#check10}}
{{check10}}: {{check10r1}} | {{check10r2}}
{{/check10}} {{#check11}}
{{check11}}: {{check11r1}} | {{check11r2}}
{{/check11}} {{#check12}}
{{check12}}: {{check12r1}} | {{check12r2}}
{{/check12}} {{#check13}}
{{check13}}: {{check13r1}} | {{check13r2}}
{{/check13}} {{#check14}}
{{check14}}: {{check14r1}} | {{check14r2}}
{{/check14}} {{#check15}}
{{check15}}: {{check15r1}} | {{check15r2}}
{{/check15}} {{#check16}}
{{check16}}: {{check16r1}} | {{check16r2}}
{{/check16}} {{#check17}}
{{check17}}: {{check17r1}} | {{check17r2}}
{{/check17}} {{#check18}}
{{check18}}: {{check18r1}} | {{check18r2}}
{{/check18}} {{#check19}}
{{check19}}: {{check19r1}} | {{check19r2}}
{{/check19}} {{#check20}}
{{check20}}: {{check20r1}} | {{check20r2}}
{{/check20}}
{{/check}} {{#results}}
{{#critsuccess}}
Crit Success: {{critsuccess}}
{{/critsuccess}} {{#success}}
Success: {{success}}
{{/success}} {{#failure}}
Failure: {{failure}}
{{/failure}} {{#critfailure}}
Crit Failure: {{critfailure}}
{{/critfailure}} {{/results}} {{#damage}}
Damage
{{#dmg1flag}}
Primary: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{#crit1}}
Crit: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} + {{crit1}}{{#hldmgcrit}} + {{hldmgcrit}}{{/hldmgcrit}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{/crit1}} {{/dmg1flag}} {{#dmg2flag}}
Secondary: {{dmg2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{#crit2}}
Crit: {{dmg2}} + {{crit2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{/crit2}} {{/dmg2flag}} {{/damage}}
 
{{#cutInImg}}
[text]({{image}})
{{rname}}
{{/cutInImg}} {{^cutInImg}} {{#versusImg}}
{{rname}}
[text]({{versusImg}})
[text]({{image}})
{{/versusImg}} {{^versusImg}}
[text]({{image}})
{{rname}}
{{/versusImg}} {{/cutInImg}}
{{desc}}
{{#result}}
{{result}}
{{checkResult}}
{{#checkResultDetails}}
{{checkResultDetails}}
{{/checkResultDetails}} {{/result}} {{#damage}}
{{damage}}
{{damageResult}}
{{#damageDetails}}
{{damageDetails}}
{{/damageDetails}} {{/damage}} {{#condition}}
{{condition}}
{{#cond-marked}}{{/cond-marked}} {{#cond-checkmarked}}{{/cond-checkmarked}} {{#cond-crossmarked}}{{/cond-crossmarked}} {{#cond-blinded}}{{/cond-blinded}} {{#cond-charmed}}{{/cond-charmed}} {{#cond-deafened}}{{/cond-deafened}} {{#cond-frightened}}{{/cond-frightened}} {{#cond-grappled}}{{/cond-grappled}} {{#cond-incapacitated}}{{/cond-incapacitated}} {{#cond-invisible}}{{/cond-invisible}} {{#cond-paralyzed}}{{/cond-paralyzed}} {{#cond-poisoned}}{{/cond-poisoned}} {{#cond-prone}}{{/cond-prone}} {{#cond-restrained}}{{/cond-restrained}} {{#cond-staggered}}{{/cond-staggered}} {{#cond-stunned}}{{/cond-stunned}} {{#cond-1}}{{/cond-1}} {{#cond-2}}{{/cond-2}} {{#cond-3}}{{/cond-3}} {{#cond-4}}{{/cond-4}} {{#cond-5}}{{/cond-5}} {{#cond-6}}{{/cond-6}} {{#cond-7}}{{/cond-7}} {{#cond-8}}{{/cond-8}} {{conditionResult}}
{{#conditionDetails}}
{{conditionDetails}}
{{/conditionDetails}} {{/condition}} {{#injury}}
{{injury}}
{{injuryDetails}}
{{/injury}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
{{message}}
 
{{type}} {{#m0}}
{{m0}} {{d0}} {{/m0}} {{#m1}}
{{m1}} {{d1}} {{/m1}} {{#m2}}
{{m2}} {{d2}} {{/m2}} {{#m3}}
{{m3}} {{d3}} {{/m3}} {{#m4}}
{{m4}} {{d4}} {{/m4}} {{#m5}}
{{m5}} {{d5}} {{/m5}} {{#m6}}
{{m6}} {{d6}} {{/m6}} {{#m7}}
{{m7}} {{d7}} {{/m7}} {{#m8}}
{{m8}} {{d8}} {{/m8}} {{#m9}}
{{m9}} {{d9}} {{/m9}} {{#m10}}
{{m10}} {{d10}} {{/m10}} {{#m11}}
{{m11}} {{d11}} {{/m11}} {{#m12}}
{{m12}} {{d12}} {{/m12}} {{#m13}}
{{m13}} {{d13}} {{/m13}} {{#m14}}
{{m14}} {{d14}} {{/m14}} {{#m15}}
{{m15}} {{d15}} {{/m15}} {{#m16}}
{{m16}} {{d16}} {{/m16}} {{#m17}}
{{m17}} {{d17}} {{/m17}} {{#m18}}
{{m18}} {{d18}} {{/m18}}
 
{{head}}
{{sub}}
{{m}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{location}}
{{area}}
{{time}}
 
[text]({{url}})
{{header}}
{{message}}
{{sub}}
 
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{#chapter}} {{/chapter}}
{{#header}}{{header}}{{/header}}

{{title}}

{{sub}} {{#footer}}{{footer}}{{/footer}}
{{#complete}}
{{/complete}}
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{message}}
 
{{message}}
 
{{message}}
 
{{#image}}
{{image}} {{name}}
{{/image}} {{^image}}
{{name}}
{{/image}}
{{content}}